My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies

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.

Zappies Electro Giant Royal Ghost Sparky Golden Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Freeze

Punishments

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

Electro Giant Royal Ghost Golden 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.

Electro Giant 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.

Royal Ghost Golden Knight

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
Sparky
Giant Snowball
Cannon Zappies
Zap
Cannon Zappies Sparky
Barbarian Barrel
Cannon Zappies Royal Ghost Sparky
The Log
Cannon Zappies Sparky
Earthquake
Cannon Zappies
Arrows
Zappies
Royal Delivery
Zappies Royal Ghost Sparky
Fireball
Cannon Zappies Sparky
Poison
Cannon Zappies Sparky
Lightning
Cannon Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Electro Giant Royal Ghost Sparky

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 Freeze Electro Giant Royal Ghost Sparky

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.

Arrows Cannon Royal Ghost Zappies Freeze Golden Knight Sparky Electro Giant

Shortest cycle

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

13 Arrows Cannon Royal Ghost Zappies

Attack Synergies 2 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.

Arrows
Sparky Freeze
Cannon
Zappies
Royal Ghost
Freeze
Arrows
Electro Giant
Golden Knight Sparky
Royal Ghost
Zappies Golden Knight
Sparky
Arrows Electro Giant Golden Knight
Golden Knight
Electro Giant Royal Ghost Sparky

Defense Synergies 0 11

Arrows
Cannon Sparky Golden Knight
Cannon
Arrows Electro Giant Royal Ghost Sparky
Zappies
Electro Giant Golden Knight
Freeze
Sparky
Electro Giant
Cannon Zappies Golden Knight
Royal Ghost
Cannon
Sparky
Arrows Cannon Freeze Golden Knight
Golden Knight
Arrows Zappies Electro Giant Sparky

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.

Cannon Zappies Sparky Golden Knight
Sparky Cannon Zappies
Cannon Sparky Zappies Freeze
Cannon Sparky Zappies
Arrows Sparky
Arrows Freeze Cannon Zappies Royal Ghost
Arrows Cannon Zappies Freeze
Arrows Cannon Electro Giant Sparky Golden Knight
Cannon Zappies Sparky
Cannon Zappies Royal Ghost Sparky
Arrows Cannon Zappies Freeze Electro Giant Royal Ghost
Arrows Zappies
Cannon Sparky Zappies Freeze
Sparky Arrows Cannon Zappies Freeze Royal Ghost Golden Knight
Sparky Cannon Zappies
Cannon Zappies Freeze Electro Giant Sparky
Sparky Arrows Cannon Zappies
Arrows Cannon Zappies Royal Ghost Golden Knight
Arrows Freeze Cannon Zappies Royal Ghost
Sparky Cannon Zappies
Royal Ghost Arrows Cannon Zappies Electro Giant Sparky
Cannon Zappies Sparky

Counters to secondary win conditions

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

Zappies Electro Giant Royal Ghost Sparky
Arrows Royal Ghost
Zappies Sparky Golden Knight
Zappies Sparky
Cannon Zappies Sparky
Arrows Electro Giant Zappies Freeze
Sparky Zappies
Zappies Sparky
Freeze Zappies Sparky
Cannon Zappies Sparky
Zappies Sparky Golden Knight
Arrows Electro Giant
Cannon Zappies Sparky Golden Knight
Cannon Zappies Electro Giant Sparky
Zappies Electro Giant Sparky Freeze Golden Knight
Arrows Cannon Zappies Freeze Electro Giant Royal Ghost Sparky Golden Knight
Arrows 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.)

Arrows Freeze Royal Ghost Sparky Golden Knight
Arrows Royal Ghost Golden Knight
Arrows Sparky
Arrows Freeze Sparky
Arrows Sparky
Arrows Electro Giant Freeze
Arrows Sparky
Arrows Freeze
Arrows Golden Knight
Sparky
Arrows Sparky Golden Knight
Arrows
Sparky Golden Knight
Arrows Freeze
Arrows Sparky
Arrows Sparky Golden Knight
Arrows Sparky
Arrows Freeze Sparky
Sparky
Arrows Sparky
Arrows Electro Giant Golden Knight
Sparky
Arrows
Sparky
Arrows
Arrows Freeze Electro Giant Sparky
Arrows Royal Ghost Sparky Golden Knight
Arrows Sparky Golden Knight
Arrows Sparky Golden Knight
Arrows Electro Giant Sparky
Zappies Freeze Electro Giant
Sparky
Arrows Sparky
Arrows Zappies Freeze Sparky
Sparky
Arrows Sparky
Zappies Freeze
Arrows Zappies
Freeze
Arrows
Sparky
Arrows
Arrows Electro Giant Sparky
Sparky
Electro Giant Zappies Freeze Sparky Golden Knight
Zappies
Freeze Electro Giant Royal Ghost Sparky Golden Knight
Sparky
Sparky

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