My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

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 Goblin Gang Electro Wizard Ram Rider

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 Royal Ghost Bandit Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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.

Goblin Gang Royal Ghost Bandit Ram Rider

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 Goblin Gang Royal Ghost Bandit Ram Rider

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.

Royal Ghost Bandit Electro Wizard Ram 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 Goblin Gang Bandit Ram Rider
Giant Snowball
Archers Goblin Gang Ram Rider
Zap
Archers Goblin Gang Bandit Ram Rider
Barbarian Barrel
Archers Knight Goblin Gang Royal Ghost Bandit Electro Wizard
The Log
Archers Goblin Gang Bandit Ram Rider
Earthquake
Archers Goblin Gang
Arrows
Archers Goblin Gang
Royal Delivery
Archers Knight Goblin Gang Royal Ghost Bandit Electro Wizard Ram Rider
Fireball
Archers Goblin Gang Bandit Electro Wizard Ram Rider
Poison
Archers Goblin Gang Electro Wizard
Lightning
Knight Bandit Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost

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.

Knight Royal Ghost

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 Gang 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Goblin Gang Royal Ghost Bandit Electro Wizard Ram Rider

Shortest cycle

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

11 Zap Archers Knight Goblin Gang

Attack Synergies 4 17

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
Electro Wizard Ram Rider Archers Knight Royal Ghost Bandit
Archers
Knight Zap Royal Ghost Bandit Ram Rider
Knight
Archers Goblin Gang Zap Electro Wizard Ram Rider
Goblin Gang
Knight Royal Ghost Bandit
Royal Ghost
Zap Archers Goblin Gang Bandit Electro Wizard Ram Rider
Bandit
Zap Archers Goblin Gang Royal Ghost Electro Wizard Ram Rider
Electro Wizard
Zap Knight Royal Ghost Bandit Ram Rider
Ram Rider
Zap Archers Knight Royal Ghost Bandit Electro Wizard

Defense Synergies 4 15

Zap
Electro Wizard Archers Knight Goblin Gang Royal Ghost Bandit Ram Rider
Archers
Knight Zap Goblin Gang Bandit Electro Wizard
Knight
Archers Goblin Gang Electro Wizard Zap
Goblin Gang
Knight Zap Archers Bandit Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Archers Goblin Gang Electro Wizard Ram Rider
Electro Wizard
Zap Knight Archers Goblin Gang Royal Ghost Bandit Ram Rider
Ram Rider
Zap Bandit Electro Wizard

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 Electro Wizard Ram Rider
Zap Knight Goblin Gang Bandit Electro Wizard Ram Rider
Goblin Gang Ram Rider Archers Knight Bandit Electro Wizard
Knight Goblin Gang Bandit Electro Wizard Ram Rider
Goblin Gang Zap Archers Royal Ghost Bandit Electro Wizard
Electro Wizard Ram Rider Zap Archers Goblin Gang
Zap Bandit Electro Wizard Ram Rider
Goblin Gang
Knight Goblin Gang Archers Royal Ghost Bandit Electro Wizard
Archers Goblin Gang Electro Wizard Zap Knight Royal Ghost Bandit Ram Rider
Zap Archers Goblin Gang Electro Wizard Ram Rider
Zap Knight Goblin Gang Bandit Electro Wizard Ram Rider
Zap Goblin Gang Royal Ghost Electro Wizard
Knight Goblin Gang Bandit Electro Wizard Ram Rider
Zap Goblin Gang Bandit Electro Wizard Ram Rider
Knight Goblin Gang Electro Wizard
Zap Archers Knight Goblin Gang Royal Ghost Bandit Electro Wizard Ram Rider
Zap Archers Knight Royal Ghost Bandit Electro Wizard Ram Rider
Electro Wizard Ram Rider
Goblin Gang Royal Ghost Archers Knight Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Knight Goblin Gang Royal Ghost
Goblin Gang Bandit Zap Knight Electro Wizard Ram Rider
Goblin Gang Zap Knight Bandit Electro Wizard Ram Rider
Knight Goblin Gang Bandit Ram Rider
Zap Archers Goblin Gang Electro Wizard Ram Rider
Goblin Gang Archers Knight Bandit Electro Wizard Ram Rider
Knight
Zap Electro Wizard Knight Bandit
Goblin Gang
Knight
Zap Electro Wizard
Knight Goblin Gang Bandit Ram Rider
Archers
Goblin Gang Electro Wizard Zap Archers Knight
Zap Archers Royal Ghost Electro Wizard

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 Royal Ghost Bandit
Zap Royal Ghost Bandit Electro Wizard Ram Rider
Bandit
Knight
Zap
Zap Ram Rider
Archers
Zap Ram Rider
Zap Bandit Ram Rider
Goblin Gang Electro Wizard
Zap Knight Bandit Electro Wizard Ram Rider
Zap Archers
Knight Bandit
Bandit
Zap
Zap Bandit
Bandit
Zap Archers Bandit Electro Wizard
Zap
Zap
Zap
Zap Royal Ghost Bandit Electro Wizard Ram Rider
Zap Bandit Ram Rider
Zap Bandit
Zap Archers Electro Wizard
Zap Electro Wizard
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Archers Goblin Gang Bandit
Zap Archers Electro Wizard Ram Rider
Knight Goblin Gang Electro Wizard
Zap
Zap
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Bandit Electro Wizard

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