My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Mediocre
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

2 problems 5 warnings Why?

Missing cards in your collection

Elixir Golem Magic Archer

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Balloon Royal Ghost

Offensive cards

Win conditions

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

Mortar Balloon

Damage spells

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

Rage

Punishments

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

Mortar Elite Barbarians Balloon Royal Ghost

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.

Mortar Elite Barbarians Balloon Royal Ghost

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.

Elite Barbarians Balloon Royal Ghost

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 Elite Barbarians Clone Balloon
Giant Snowball
Archers Clone Balloon
Zap
Archers Mortar Clone Balloon
Barbarian Barrel
Archers Mortar Elite Barbarians Clone Royal Ghost
The Log
Archers Elite Barbarians Clone
Earthquake
Archers Mortar Clone
Arrows
Archers Clone
Royal Delivery
Archers Elite Barbarians Clone Balloon Royal Ghost
Fireball
Archers Mortar Elite Barbarians Clone Balloon
Poison
Archers Mortar Clone Balloon
Lightning
Mortar Elite Barbarians Balloon
Rocket
Mortar Elite Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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.

Rage Clone Royal Ghost

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.

Elite Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Archers Clone Royal Ghost Mortar Balloon Elite Barbarians

Shortest cycle

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

8 Mirror Rage Archers Clone

Attack Synergies 3 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.

Archers
Mortar Elite Barbarians Balloon Royal Ghost
Mortar
Archers
Elite Barbarians
Rage Archers Royal Ghost
Mirror
Balloon Royal Ghost
Rage
Elite Barbarians Balloon
Clone
Balloon
Balloon
Rage Clone Archers Mirror Royal Ghost
Royal Ghost
Archers Elite Barbarians Mirror Balloon

Defense Synergies 0 2

Archers
Mortar
Mortar
Archers Mirror
Elite Barbarians
Mirror
Mortar
Rage
Clone
Balloon
Royal Ghost

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.

Mortar
Elite Barbarians Mortar
Mortar Archers Elite Barbarians
Elite Barbarians Mortar
Elite Barbarians
Archers Royal Ghost
Archers Mortar
Mortar Elite Barbarians
Elite Barbarians Archers Royal Ghost
Archers Royal Ghost
Archers
Mortar Elite Barbarians
Mortar Royal Ghost
Elite Barbarians Mortar
Mortar Elite Barbarians
Mortar Elite Barbarians
Mortar Archers Elite Barbarians Royal Ghost
Mortar Archers Royal Ghost
Mortar Elite Barbarians
Royal Ghost Archers Elite Barbarians

Counters to secondary win conditions

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

Archers Elite Barbarians Royal Ghost
Archers Mortar Elite Barbarians Royal Ghost
Elite Barbarians
Elite Barbarians
Elite Barbarians
Archers
Archers Elite Barbarians
Elite Barbarians
Mortar Elite Barbarians
Elite Barbarians
Elite Barbarians
Elite Barbarians
Archers
Elite Barbarians Archers Mortar
Archers Elite Barbarians Royal Ghost

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.)

Mortar Royal Ghost
Mortar Royal Ghost
Mortar
Archers Mortar
Mortar
Elite Barbarians
Mortar
Archers
Mortar Elite Barbarians
Mortar
Mortar Elite Barbarians
Mortar
Mortar
Mortar
Archers Mortar
Mortar
Mortar
Mortar
Mortar Royal Ghost
Mortar
Mortar
Elite Barbarians Archers
Elite Barbarians
Mortar
Archers
Archers
Mortar
Elite Barbarians
Elite Barbarians
Mortar Royal Ghost

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