My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high 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!
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.

Firecracker

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.

Skeletons Firecracker Elixir Golem

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

Damage spells

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

Arrows Goblin Curse Rage

Punishments

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

Elixir Golem Royal Hogs

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.

Elixir Golem Battle Healer Royal Hogs

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 Royal Hogs

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
Skeletons Elixir Golem Royal Hogs Goblin Curse
Giant Snowball
Skeletons Royal Hogs Goblin Curse
Zap
Skeletons Firecracker Royal Hogs Goblin Curse
Barbarian Barrel
Skeletons Firecracker Elixir Golem Royal Hogs Goblin Curse
The Log
Skeletons Firecracker Elixir Golem Royal Hogs Goblin Curse
Earthquake
Skeletons Firecracker Elixir Golem Royal Hogs
Arrows
Skeletons Firecracker Royal Hogs Goblin Curse
Royal Delivery
Skeletons Firecracker Elixir Golem Battle Healer Royal Hogs
Fireball
Firecracker Elixir Golem Battle Healer Royal Hogs
Poison
Firecracker Elixir Golem Battle Healer Royal Hogs Goblin Curse
Lightning
Battle Healer
Rocket
Battle Healer Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Arrows Elixir Golem Battle Healer Goblin Curse Rage

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.

Skeletons Goblin Curse Rage Arrows Firecracker Elixir Golem Battle Healer Royal Hogs

Shortest cycle

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

8 Skeletons Goblin Curse Rage Arrows

Attack Synergies 6 5

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.

Skeletons
Arrows
Royal Hogs Goblin Curse Elixir Golem Battle Healer
Firecracker
Elixir Golem Battle Healer Royal Hogs
Elixir Golem
Firecracker Battle Healer Rage Arrows
Battle Healer
Elixir Golem Rage Arrows Firecracker Royal Hogs
Royal Hogs
Arrows Firecracker Battle Healer
Goblin Curse
Arrows
Rage
Elixir Golem Battle Healer

Defense Synergies 0 4

Skeletons
Firecracker Battle Healer
Arrows
Battle Healer
Firecracker
Skeletons Battle Healer
Elixir Golem
Battle Healer
Skeletons Arrows Firecracker
Royal Hogs
Goblin Curse
Rage

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.

Firecracker
Skeletons Firecracker Battle Healer Goblin Curse
Skeletons Goblin Curse
Skeletons Firecracker Goblin Curse
Arrows Firecracker Battle Healer
Arrows Skeletons Firecracker
Arrows Firecracker Goblin Curse
Arrows Battle Healer
Skeletons Goblin Curse
Skeletons Firecracker Battle Healer
Goblin Curse Skeletons Arrows Firecracker
Arrows Firecracker Goblin Curse
Skeletons Battle Healer Goblin Curse
Arrows Firecracker Goblin Curse
Goblin Curse
Goblin Curse
Skeletons Arrows Firecracker
Arrows Firecracker Battle Healer
Arrows Firecracker Battle Healer Goblin Curse
Goblin Curse
Arrows Firecracker Battle Healer Goblin Curse

Counters to secondary win conditions

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

Skeletons Battle Healer
Arrows Firecracker Battle Healer
Skeletons Battle Healer
Battle Healer
Skeletons Battle Healer Goblin Curse
Arrows Firecracker Skeletons Goblin Curse
Skeletons Battle Healer
Battle Healer Goblin Curse
Skeletons Firecracker
Skeletons Goblin Curse
Arrows
Skeletons Goblin Curse
Firecracker Goblin Curse
Skeletons Firecracker Battle Healer
Arrows Firecracker Battle Healer Goblin Curse
Arrows

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 Firecracker
Arrows Firecracker Goblin Curse
Arrows
Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows Firecracker Goblin Curse
Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows Firecracker
Firecracker Arrows
Arrows Firecracker Goblin Curse
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows
Arrows
Arrows Firecracker Goblin Curse
Arrows Firecracker
Arrows
Arrows Firecracker Goblin Curse
Arrows Firecracker Goblin Curse
Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows Firecracker Goblin Curse
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker

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