My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Good

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Minions Mega Minion

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 Mega Minion Elixir Collector Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Freeze

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Golem

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.

Golem

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 Minions Guards
Giant Snowball
Archers Minions Mega Minion Guards
Zap
Archers Minions Guards
Barbarian Barrel
Archers Guards
The Log
Archers Guards
Earthquake
Archers Elixir Collector Guards
Arrows
Archers Minions Guards
Royal Delivery
Archers Minions Mega Minion Guards
Fireball
Archers Minions Mega Minion Elixir Collector
Poison
Archers Minions Mega Minion Elixir Collector Guards
Lightning
Mega Minion Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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.

Mega Minion Elixir Collector Guards Freeze Golem

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.

Minions

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 Minions Mega Minion Guards Freeze Elixir Collector Golem

Shortest cycle

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

11 Zap Archers Minions Mega Minion

Attack Synergies 2 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.

Zap
Mega Minion Archers Minions Guards Freeze Golem
Archers
Zap Golem
Minions
Zap Golem
Mega Minion
Zap Golem
Elixir Collector
Guards
Zap
Freeze
Zap
Golem
Mega Minion Zap Archers Minions

Defense Synergies 1 9

Zap
Mega Minion Archers Minions Guards
Archers
Zap Minions Mega Minion Guards
Minions
Zap Archers Freeze
Mega Minion
Zap Archers Guards Freeze
Elixir Collector
Guards
Zap Archers Mega Minion
Freeze
Minions Mega Minion
Golem

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 Minions Mega Minion
Zap Minions Mega Minion
Archers Minions Mega Minion Freeze
Minions Mega Minion Guards
Freeze Zap Archers Minions Mega Minion Guards
Minions Mega Minion Zap Archers Freeze
Zap
Minions
Guards Archers
Archers Minions Guards Zap Mega Minion Freeze
Minions Mega Minion Zap Archers
Zap Minions Guards Freeze
Zap Minions Mega Minion Guards Freeze
Zap Freeze
Minions
Zap Archers Minions Mega Minion Guards
Zap Freeze Archers Minions Mega Minion Guards
Archers Minions Guards

Counters to secondary win conditions

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

Guards Zap Archers
Zap Archers Mega Minion
Guards Zap Minions
Guards Zap
Guards
Zap Archers Minions Freeze
Guards Archers Minions Mega Minion
Zap Freeze Minions Mega Minion
Mega Minion Guards
Minions Mega Minion Guards
Zap Guards
Guards
Archers
Guards Zap Archers Minions Mega Minion Freeze
Minions Zap Archers Mega Minion Freeze

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.)

Guards Freeze
Zap
Guards Freeze
Zap
Zap Minions Mega Minion Freeze
Archers
Zap Freeze
Zap
Minions Guards
Zap
Zap Archers
Minions Freeze
Zap
Zap
Freeze
Minions
Zap Archers Mega Minion
Zap
Minions
Zap
Zap Freeze
Mega Minion
Zap
Zap
Zap
Zap Archers
Zap Minions Mega Minion Guards Freeze
Mega Minion
Zap
Zap Freeze
Zap Archers Minions Guards Freeze
Zap Archers Mega Minion
Freeze
Mega Minion
Zap
Zap
Mega Minion
Zap Minions Guards Freeze
Zap
Zap Freeze

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