My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Archers Firecracker

Defensive buildings

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

Cannon

Investments

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

Bomber Bats Archers Knight Firecracker Royal Giant Elixir Golem

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Missing

Punishments

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

Royal Giant Elixir Golem

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 Royal Giant Elixir 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.

Firecracker

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
Bomber Bats Archers Royal Giant Elixir Golem
Giant Snowball
Bomber Bats Archers Cannon
Zap
Bomber Bats Archers Cannon Firecracker Royal Giant
Barbarian Barrel
Bomber Archers Knight Cannon Firecracker Elixir Golem
The Log
Bomber Archers Cannon Firecracker Royal Giant Elixir Golem
Earthquake
Bomber Archers Cannon Firecracker Elixir Golem
Arrows
Bomber Bats Archers Firecracker
Royal Delivery
Bomber Bats Archers Knight Firecracker Elixir Golem
Fireball
Bomber Archers Cannon Firecracker Elixir Golem
Poison
Bomber Bats Archers Cannon Firecracker Elixir Golem
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Bats Knight Elixir Golem

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.

Royal Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Archers Knight Cannon Firecracker Elixir Golem Royal Giant

Shortest cycle

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

10 Bomber Bats Archers Knight

Attack Synergies 7 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.

Bomber
Royal Giant Bats Knight Elixir Golem
Bats
Knight Royal Giant Bomber Firecracker Elixir Golem
Archers
Knight Royal Giant Elixir Golem
Knight
Bats Archers Firecracker Bomber
Cannon
Firecracker
Knight Royal Giant Elixir Golem Bats
Royal Giant
Bomber Bats Firecracker Archers
Elixir Golem
Firecracker Bomber Bats Archers

Defense Synergies 5 7

Bomber
Knight Bats Cannon
Bats
Knight Bomber Cannon Firecracker
Archers
Knight Cannon Firecracker
Knight
Bomber Bats Archers Cannon Firecracker
Cannon
Knight Bomber Bats Archers Firecracker
Firecracker
Knight Bats Archers Cannon
Royal Giant
Elixir 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.

Bomber Knight Cannon Firecracker
Bats Knight Cannon Firecracker
Cannon Bomber Bats Archers Knight
Cannon Bats Knight Firecracker
Bomber Firecracker
Bomber Bats Archers Cannon Firecracker
Bats Archers Cannon Firecracker
Cannon
Cannon
Knight Bomber Archers Cannon Firecracker
Bats Archers Bomber Knight Cannon Firecracker
Bats Archers Firecracker
Cannon Bomber Bats Knight
Bomber Bats Cannon Firecracker
Knight Cannon
Cannon
Bomber Bats Knight Cannon Firecracker
Cannon Bomber Bats Archers Knight Firecracker
Bomber Bats Archers Knight Cannon Firecracker
Cannon
Bomber Bats Archers Knight Cannon Firecracker
Cannon

Counters to secondary win conditions

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

Knight Archers
Bomber Archers Knight Firecracker
Bats Knight
Bats Knight
Knight Cannon
Firecracker Bats Archers
Bats Archers Knight
Knight
Bats Knight Firecracker
Cannon
Bats Knight
Knight Cannon
Bomber Archers Cannon Firecracker
Bomber Bats Archers Knight Firecracker
Bats Bomber Archers Cannon Firecracker
Bomber Cannon

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 Firecracker
Firecracker
Knight Firecracker
Bomber Firecracker
Firecracker Bats
Bomber Archers Firecracker
Firecracker
Firecracker
Bats
Firecracker Knight
Archers Firecracker
Knight Firecracker
Firecracker
Firecracker
Bomber Firecracker
Firecracker
Bomber Bats
Bomber Archers Firecracker
Bomber Firecracker
Firecracker Bomber
Firecracker
Firecracker
Bats Archers Firecracker
Bats Firecracker
Bomber
Firecracker
Firecracker
Bats Archers
Archers Firecracker
Knight Firecracker
Bomber Firecracker
Firecracker
Bats Firecracker
Firecracker Bats
Firecracker
Firecracker

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