My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Ice 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 Knight Ice Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog Rider Mega Knight

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 Hog Rider Mega Knight

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.

Hog Rider

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 Hog Rider Inferno Dragon
Giant Snowball
Archers Hog Rider Inferno Dragon
Zap
Archers Inferno Dragon
Barbarian Barrel
Archers Knight Ice Wizard
The Log
Archers Hog Rider
Earthquake
Archers Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Hog Rider Ice Wizard Inferno Dragon
Fireball
Archers Hog Rider Ice Wizard Inferno Dragon
Poison
Archers Ice Wizard
Lightning
Knight Ice Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice Wizard Mega Knight

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.

Arrows Knight Ice Wizard Inferno Dragon Mega Knight

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.

Ice 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 Archers Arrows Knight Ice Wizard Hog Rider Inferno Dragon Mega Knight

Shortest cycle

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

11 Zap Archers Arrows Knight

Attack Synergies 6 12

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
Arrows Hog Rider Archers Knight Ice Wizard Mega Knight
Archers
Knight Zap Arrows Hog Rider Inferno Dragon Mega Knight
Arrows
Zap Hog Rider Archers Knight Mega Knight
Knight
Archers Hog Rider Zap Arrows Ice Wizard
Hog Rider
Zap Arrows Knight Archers Mega Knight
Ice Wizard
Zap Knight
Inferno Dragon
Mega Knight Archers
Mega Knight
Inferno Dragon Zap Archers Arrows Hog Rider

Defense Synergies 4 12

Zap
Mega Knight Archers Arrows Knight Ice Wizard Inferno Dragon
Archers
Knight Zap Ice Wizard Mega Knight
Arrows
Mega Knight Zap Knight Ice Wizard
Knight
Archers Ice Wizard Zap Arrows
Hog Rider
Ice Wizard
Knight Zap Archers Arrows Inferno Dragon Mega Knight
Inferno Dragon
Zap Ice Wizard Mega Knight
Mega Knight
Zap Arrows Archers Ice Wizard Inferno Dragon

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
Inferno Dragon Zap Knight Ice Wizard Mega Knight
Mega Knight Archers Knight Ice Wizard Inferno Dragon
Inferno Dragon Knight Ice Wizard Mega Knight
Arrows Mega Knight
Arrows Zap Archers Ice Wizard Mega Knight
Inferno Dragon Zap Archers Arrows Ice Wizard
Zap Arrows Mega Knight
Inferno Dragon Ice Wizard
Knight Archers Ice Wizard Mega Knight
Archers Ice Wizard Zap Arrows Knight Mega Knight
Arrows Inferno Dragon Zap Archers Ice Wizard
Mega Knight Zap Knight Ice Wizard
Mega Knight Zap Arrows
Inferno Dragon Knight Mega Knight
Zap Inferno Dragon Mega Knight
Mega Knight Arrows Knight
Arrows Mega Knight Zap Archers Knight Ice Wizard
Zap Arrows Archers Knight Ice Wizard Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Archers Arrows Knight

Counters to secondary win conditions

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

Knight Mega Knight Zap Archers
Zap Archers Arrows Knight Inferno Dragon Mega Knight
Mega Knight Zap Knight
Mega Knight Zap Knight
Knight Inferno Dragon Mega Knight
Arrows Zap Archers Ice Wizard
Archers Knight Ice Wizard
Mega Knight Knight Inferno Dragon
Zap Mega Knight Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Knight
Mega Knight Zap Arrows
Mega Knight Knight
Archers Mega Knight
Zap Archers Knight Inferno Dragon
Arrows Mega Knight Zap Archers Ice Wizard 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.)

Arrows Knight
Arrows Zap Ice Wizard
Arrows
Arrows Knight
Zap Arrows Mega Knight
Arrows Zap Ice Wizard
Archers Arrows
Arrows Zap Ice Wizard
Arrows Zap
Zap Arrows Knight
Zap Archers Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Archers Arrows Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Ice Wizard Mega Knight
Inferno Dragon
Arrows Zap Ice Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Archers Arrows Ice Wizard
Zap
Zap Arrows Mega Knight
Zap Arrows
Mega Knight
Arrows
Zap Archers
Zap Archers Arrows Ice Wizard
Arrows
Knight Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap
Zap
Zap Mega Knight

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