My Best Clash Royale Deck

Deck Check Rating

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

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 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 Firecracker Electro Wizard

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 Knight Firecracker Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Zap

Punishments

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

Royal Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Royal Giant

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.

Firecracker Goblin Barrel 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 Royal Giant Goblin Barrel Skeleton Army
Giant Snowball
Archers Goblin Barrel Skeleton Army
Zap
Archers Firecracker Royal Giant Goblin Barrel Skeleton Army
Barbarian Barrel
Archers Knight Firecracker Goblin Barrel Skeleton Army Electro Wizard
The Log
Archers Firecracker Royal Giant Goblin Barrel Skeleton Army
Earthquake
Archers Firecracker Goblin Barrel Skeleton Army
Arrows
Archers Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Archers Knight Firecracker Goblin Barrel Skeleton Army Electro Wizard
Fireball
Archers Firecracker Goblin Barrel Skeleton Army Electro Wizard
Poison
Archers Firecracker Skeleton Army Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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 Skeleton Army

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 Goblin Barrel 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.

Goblin Barrel 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Firecracker Goblin Barrel Skeleton Army Electro Wizard Royal Giant

Shortest cycle

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

11 Zap Archers Knight Firecracker

Attack Synergies 7 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
Firecracker Electro Wizard Archers Knight Royal Giant
Archers
Knight Zap Royal Giant
Knight
Archers Firecracker Goblin Barrel Zap Electro Wizard
Firecracker
Zap Knight Royal Giant Goblin Barrel
Royal Giant
Firecracker Goblin Barrel Zap Archers Electro Wizard
Goblin Barrel
Knight Royal Giant Firecracker Skeleton Army
Skeleton Army
Goblin Barrel
Electro Wizard
Zap Knight Royal Giant

Defense Synergies 4 11

Zap
Electro Wizard Archers Knight Firecracker Skeleton Army
Archers
Knight Zap Firecracker Skeleton Army Electro Wizard
Knight
Archers Firecracker Electro Wizard Zap Skeleton Army
Firecracker
Knight Zap Archers Skeleton Army Electro Wizard
Royal Giant
Goblin Barrel
Skeleton Army
Zap Archers Knight Firecracker Electro Wizard
Electro Wizard
Zap Knight Archers Firecracker Skeleton Army

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 Knight Firecracker Electro Wizard
Skeleton Army Zap Knight Firecracker Electro Wizard
Skeleton Army Archers Knight Electro Wizard
Skeleton Army Knight Firecracker Electro Wizard
Firecracker Skeleton Army
Skeleton Army Zap Archers Firecracker Electro Wizard
Electro Wizard Zap Archers Firecracker
Zap Electro Wizard
Skeleton Army
Knight Skeleton Army Archers Firecracker Electro Wizard
Archers Skeleton Army Electro Wizard Zap Knight Firecracker
Zap Archers Firecracker Electro Wizard
Skeleton Army Zap Knight Electro Wizard
Skeleton Army Zap Firecracker Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Zap Electro Wizard
Knight Firecracker Skeleton Army Electro Wizard
Zap Archers Knight Firecracker Skeleton Army Electro Wizard
Zap Archers Knight Firecracker Electro Wizard
Electro Wizard
Skeleton Army Archers Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers Electro Wizard
Electro Wizard Zap Archers Knight Firecracker
Skeleton Army Zap Knight Electro Wizard
Skeleton Army Zap Knight Electro Wizard
Knight Skeleton Army
Firecracker Zap Archers Electro Wizard
Skeleton Army Archers Knight Electro Wizard
Knight Skeleton Army
Zap Electro Wizard Knight Firecracker Skeleton Army
Skeleton Army
Knight
Skeleton Army Zap Electro Wizard
Skeleton Army Knight
Archers Firecracker Skeleton Army
Skeleton Army Electro Wizard Zap Archers Knight Firecracker
Zap Archers Firecracker Electro Wizard
Zap Electro Wizard
Skeleton Army

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 Firecracker
Firecracker Zap Electro Wizard
Knight Firecracker
Zap Firecracker
Firecracker Zap
Archers Firecracker
Zap Firecracker
Zap Firecracker
Electro Wizard
Firecracker Zap Knight Electro Wizard
Zap Archers Firecracker
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Archers Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Archers Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Archers Skeleton Army
Zap Archers Firecracker Electro Wizard
Knight Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker

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