My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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.

Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Knight Royal Giant Rune Giant Sparky Skeleton King

Offensive cards

Win conditions

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

Royal Giant Rune Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant

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 Rune Giant Skeleton King

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
Royal Giant Guards Sparky Skeleton King
Giant Snowball
Guards Skeleton King
Zap
Royal Giant Inferno Tower Guards Sparky Skeleton King
Barbarian Barrel
Knight Inferno Tower Guards Sparky Skeleton King
The Log
Royal Giant Guards Sparky Skeleton King
Earthquake
Inferno Tower Guards Skeleton King
Arrows
Guards Skeleton King
Royal Delivery
Knight Guards Sparky Skeleton King
Fireball
Inferno Tower Sparky Skeleton King
Poison
Inferno Tower Guards Sparky Skeleton King
Lightning
Knight Inferno Tower Sparky Skeleton King
Rocket
Inferno Tower Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky Skeleton King

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 Knight Inferno Tower Guards Rune Giant Sparky

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Guards Rune Giant Skeleton King Inferno Tower Royal Giant Sparky

Shortest cycle

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

13 Arrows Knight Guards Rune Giant

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
Royal Giant Sparky Knight
Knight
Arrows Sparky
Royal Giant
Arrows Guards Sparky Skeleton King
Inferno Tower
Guards
Royal Giant
Rune Giant
Sparky
Arrows Knight Royal Giant
Skeleton King
Royal Giant

Defense Synergies 2 6

Arrows
Knight Inferno Tower Sparky
Knight
Inferno Tower Arrows Sparky
Royal Giant
Inferno Tower
Knight Guards Arrows Skeleton King
Guards
Inferno Tower Sparky
Rune Giant
Sparky
Arrows Knight Guards
Skeleton King
Inferno Tower

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.

Knight Inferno Tower Sparky
Inferno Tower Sparky Knight
Inferno Tower Sparky Knight
Inferno Tower Sparky Knight Guards Skeleton King
Arrows Sparky
Arrows Guards
Inferno Tower Arrows
Arrows Inferno Tower Sparky
Inferno Tower Sparky Skeleton King
Knight Guards Inferno Tower Sparky
Guards Arrows Knight Skeleton King
Arrows Inferno Tower
Inferno Tower Sparky Knight Guards
Sparky Arrows Guards Skeleton King
Inferno Tower Sparky Knight Skeleton King
Inferno Tower Sparky
Sparky Arrows Knight Inferno Tower
Arrows Knight Guards
Arrows Knight Guards
Sparky Inferno Tower
Arrows Knight Guards Sparky
Sparky

Counters to secondary win conditions

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

Knight Guards Inferno Tower Sparky
Arrows Knight
Guards Knight Inferno Tower Sparky
Guards Knight Inferno Tower Sparky
Inferno Tower Knight Guards Sparky
Arrows
Guards Sparky Knight Inferno Tower
Inferno Tower Knight Sparky
Knight Inferno Tower Sparky
Inferno Tower Guards Sparky
Knight Inferno Tower Guards Sparky
Arrows Guards
Knight Inferno Tower Guards Sparky Skeleton King
Sparky
Inferno Tower Guards Sparky Knight Skeleton King
Arrows Inferno Tower Sparky Skeleton King
Arrows Inferno Tower

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 Knight Guards Sparky
Arrows
Arrows Sparky
Arrows Knight Guards Sparky
Arrows Sparky
Arrows
Arrows Sparky
Arrows
Arrows
Guards Sparky
Arrows Knight Sparky
Arrows
Knight Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Arrows Sparky
Arrows
Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Guards
Sparky
Arrows Sparky
Arrows Sparky
Sparky
Arrows Sparky
Guards
Arrows
Arrows
Knight Sparky
Arrows Skeleton King
Arrows Sparky
Sparky
Guards Sparky Skeleton King
Sparky
Sparky
Sparky

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