My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Inferno Dragon

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 Bats Knight Firecracker Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Mega Knight

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 Goblin Barrel

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 Bats Goblin Barrel Inferno Dragon
Giant Snowball
Skeletons Bats Goblin Barrel Inferno Dragon
Zap
Skeletons Bats Firecracker Goblin Barrel Inferno Dragon
Barbarian Barrel
Skeletons Knight Firecracker Goblin Barrel
The Log
Skeletons Firecracker Goblin Barrel
Earthquake
Skeletons Firecracker Goblin Barrel
Arrows
Skeletons Bats Firecracker Goblin Barrel
Royal Delivery
Skeletons Bats Knight Firecracker Goblin Barrel Inferno Dragon
Fireball
Firecracker Goblin Barrel Inferno Dragon
Poison
Bats Firecracker
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

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 Mega Knight

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 Arrows Knight Inferno Dragon Mega Knight

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.

Goblin Barrel

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Barrel

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 Bats Arrows Knight Firecracker Goblin Barrel Inferno Dragon Mega Knight

Shortest cycle

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

9 Skeletons Bats Arrows Knight

Attack Synergies 5 10

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
Bats
Knight Mega Knight Firecracker Goblin Barrel Inferno Dragon
Arrows
Knight Goblin Barrel Mega Knight
Knight
Bats Firecracker Goblin Barrel Arrows
Firecracker
Knight Bats Goblin Barrel Inferno Dragon Mega Knight
Goblin Barrel
Knight Bats Arrows Firecracker Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Arrows Firecracker Goblin Barrel

Defense Synergies 3 10

Skeletons
Bats Knight Firecracker Inferno Dragon
Bats
Knight Skeletons Firecracker Inferno Dragon Mega Knight
Arrows
Mega Knight Knight
Knight
Bats Firecracker Skeletons Arrows
Firecracker
Knight Skeletons Bats Mega Knight
Goblin Barrel
Inferno Dragon
Skeletons Bats Mega Knight
Mega Knight
Arrows Bats Firecracker Inferno Dragon

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 Firecracker
Inferno Dragon Skeletons Bats Knight Firecracker Mega Knight
Mega Knight Skeletons Bats Knight Inferno Dragon
Inferno Dragon Skeletons Bats Knight Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Skeletons Bats Firecracker Mega Knight
Bats Inferno Dragon Arrows Firecracker
Arrows Mega Knight
Inferno Dragon Skeletons
Knight Skeletons Firecracker Mega Knight
Bats Skeletons Arrows Knight Firecracker Mega Knight
Arrows Inferno Dragon Bats Firecracker
Mega Knight Skeletons Bats Knight
Mega Knight Bats Arrows Firecracker
Inferno Dragon Knight Mega Knight
Inferno Dragon Mega Knight
Mega Knight Skeletons Bats Arrows Knight Firecracker
Arrows Mega Knight Bats Knight Firecracker
Arrows Bats Knight Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Bats Arrows Knight Firecracker

Counters to secondary win conditions

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

Knight Mega Knight Skeletons
Arrows Knight Firecracker Inferno Dragon Mega Knight
Mega Knight Skeletons Bats Knight
Mega Knight Bats Knight
Skeletons Knight Inferno Dragon Mega Knight
Arrows Firecracker Skeletons Bats
Skeletons Bats Knight
Mega Knight Knight Inferno Dragon
Mega Knight Skeletons Bats Knight Firecracker Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Mega Knight Bats Knight
Mega Knight Arrows
Mega Knight Skeletons Knight
Firecracker Mega Knight
Skeletons Bats Knight Firecracker Inferno Dragon
Bats Arrows Mega Knight Firecracker Inferno Dragon
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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Inferno Dragon
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight
Inferno Dragon
Firecracker Mega Knight

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