My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 Baby Dragon Witch

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 Giant Baby Dragon Witch

Offensive cards

Win conditions

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

Giant

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.

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.

Barbarians 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 Giant Skeleton Army
Giant Snowball
Archers Barbarians Skeleton Army Baby Dragon Witch
Zap
Archers Skeleton Army Witch
Barbarian Barrel
Archers Barbarians Skeleton Army Witch
The Log
Archers Barbarians Skeleton Army Witch
Earthquake
Archers Barbarians Skeleton Army Witch
Arrows
Archers Skeleton Army Witch
Royal Delivery
Archers Barbarians Skeleton Army Baby Dragon Witch
Fireball
Archers Barbarians Skeleton Army Baby Dragon Witch
Poison
Archers Barbarians Skeleton Army Witch
Lightning
Baby Dragon Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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.

Skeleton Army 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.

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.

Barbarians Witch

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 Baby Dragon Barbarians Giant Witch

Shortest cycle

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

10 Zap The Log Archers Skeleton Army

Attack Synergies 1 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.

Zap
Giant Archers Baby Dragon Witch The Log
Archers
Zap Giant Baby Dragon
Barbarians
Giant
Zap Archers Baby Dragon Witch The Log
Skeleton Army
Baby Dragon
Zap Archers Giant Witch
Witch
Zap Giant Baby Dragon
The Log
Zap Giant

Defense Synergies 0 15

Zap
Archers Barbarians Skeleton Army Baby Dragon Witch The Log
Archers
Zap Skeleton Army Baby Dragon Witch The Log
Barbarians
Zap Skeleton Army
Giant
Skeleton Army
Zap Archers Barbarians The Log
Baby Dragon
Zap Archers Witch The Log
Witch
Zap Archers Baby Dragon The Log
The Log
Zap Archers Skeleton Army Baby Dragon Witch

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 Baby Dragon The Log
Barbarians Skeleton Army Zap Witch The Log
Barbarians Skeleton Army Witch Archers
Barbarians Skeleton Army Witch
Barbarians Skeleton Army The Log
Skeleton Army The Log Zap Archers Baby Dragon
Zap Archers Baby Dragon Witch
Zap Barbarians Baby Dragon The Log
Barbarians Witch Skeleton Army
Skeleton Army Archers Barbarians
Archers Barbarians Skeleton Army Witch Zap Baby Dragon The Log
Zap Archers Baby Dragon Witch
Barbarians Skeleton Army Zap Witch The Log
Skeleton Army Zap Barbarians Baby Dragon Witch The Log
Barbarians Skeleton Army
Barbarians Skeleton Army Zap The Log
Barbarians Skeleton Army Witch
Zap Archers Barbarians Skeleton Army Baby Dragon Witch The Log
Zap Baby Dragon Witch The Log Archers Barbarians
Barbarians
Skeleton Army Archers Barbarians Baby Dragon Witch The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap Archers Witch
Zap Archers Baby Dragon The Log
Barbarians Skeleton Army Zap Witch The Log
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army Witch
Zap Archers Baby Dragon Witch
Skeleton Army Archers Barbarians Witch
Barbarians Skeleton Army
Zap Barbarians Skeleton Army Baby Dragon Witch The Log
Witch Barbarians Skeleton Army
Barbarians Witch
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army Witch
Archers Barbarians Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Zap Archers Baby Dragon The Log
Zap Archers Barbarians Baby Dragon Witch 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.)

Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Barbarians The Log
Zap Baby Dragon The Log
Zap Baby Dragon Witch
Archers Baby Dragon Witch The Log
The Log Zap Baby Dragon
The Log Zap
Zap The Log
Zap Archers Baby Dragon
Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon Witch The Log
Baby Dragon The Log
Zap Archers Baby Dragon The Log
Zap Baby Dragon Witch The Log
Baby Dragon The Log
The Log
Zap Barbarians Baby Dragon The Log
Zap The Log Baby Dragon Witch
Witch
The Log Zap Baby Dragon Witch
Zap Baby Dragon Witch The Log
Zap Baby Dragon The Log
Zap Archers Baby Dragon Witch
Zap Witch
Zap The Log
Zap
The Log
Zap Archers Barbarians Skeleton Army Witch
Zap Archers Baby Dragon Witch
The Log
Baby Dragon
The Log Zap Baby Dragon
Zap
Zap Baby Dragon Witch The Log
Zap Witch
Zap Baby Dragon Witch The Log

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