My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine

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.

Bomber Flying Machine Giant Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Lightning

Punishments

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

Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Barbarians Flying Machine Giant Giant Skeleton

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.

Giant Skeleton

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 Giant Guards Giant Skeleton
Giant Snowball
Bomber Barbarians Flying Machine Guards
Zap
Bomber Flying Machine Guards
Barbarian Barrel
Bomber Barbarians Guards Giant Skeleton
The Log
Bomber Barbarians Guards Giant Skeleton
Earthquake
Bomber Barbarians Guards
Arrows
Bomber Flying Machine Guards
Royal Delivery
Bomber Barbarians Flying Machine Guards Giant Skeleton
Fireball
Bomber Barbarians Flying Machine
Poison
Bomber Barbarians Flying Machine Guards
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Guards Giant Skeleton

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.

Barbarians

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.

Bomber Arrows Guards Flying Machine Barbarians Giant Giant Skeleton Lightning

Shortest cycle

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

12 Bomber Arrows Guards Flying Machine

Attack Synergies 3 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
Giant Giant Skeleton
Arrows
Giant Giant Skeleton Lightning
Barbarians
Flying Machine
Giant Giant Skeleton
Giant
Bomber Arrows Lightning Flying Machine Guards
Guards
Giant
Giant Skeleton
Bomber Arrows Flying Machine Lightning
Lightning
Giant Arrows Giant Skeleton

Defense Synergies 0 7

Bomber
Guards
Arrows
Barbarians Giant Skeleton Lightning
Barbarians
Arrows
Flying Machine
Guards Giant Skeleton
Giant
Guards
Bomber Flying Machine Giant Skeleton
Giant Skeleton
Arrows Flying Machine Guards
Lightning
Arrows

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.

Lightning Bomber Flying Machine
Barbarians Flying Machine
Barbarians Bomber Giant Skeleton Lightning
Barbarians Guards
Lightning Bomber Arrows Barbarians Giant Skeleton
Arrows Bomber Flying Machine Guards
Lightning Arrows Flying Machine
Lightning Arrows Barbarians Flying Machine Giant Skeleton
Barbarians
Guards Bomber Barbarians Giant Skeleton
Barbarians Guards Bomber Arrows Flying Machine Giant Skeleton
Arrows Flying Machine
Barbarians Bomber Flying Machine Guards Giant Skeleton Lightning
Bomber Arrows Barbarians Guards
Barbarians
Barbarians Lightning
Barbarians Bomber Arrows
Arrows Bomber Barbarians Flying Machine Guards
Arrows Bomber Barbarians Flying Machine Guards Giant Skeleton
Barbarians
Bomber Arrows Barbarians Flying Machine Guards Giant Skeleton

Counters to secondary win conditions

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

Barbarians Guards Giant Skeleton
Bomber Arrows Flying Machine Lightning
Barbarians Guards Giant Skeleton Lightning
Guards Giant Skeleton Lightning Barbarians
Barbarians Giant Skeleton Guards
Arrows Flying Machine
Guards Barbarians Flying Machine Giant Skeleton Lightning
Giant Skeleton Barbarians
Giant Skeleton Lightning Barbarians Flying Machine
Barbarians Guards
Barbarians Flying Machine Guards Giant Skeleton
Lightning Arrows Barbarians Guards Giant Skeleton
Barbarians Giant Skeleton Lightning Guards
Bomber Barbarians Flying Machine
Barbarians Guards Bomber Flying Machine Giant Skeleton Lightning
Arrows Bomber Barbarians Flying Machine Giant Skeleton
Bomber 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.)

Lightning Arrows Flying Machine Guards Giant Skeleton
Arrows Flying Machine
Lightning Arrows Flying Machine Giant Skeleton
Lightning Arrows Barbarians Flying Machine Guards Giant Skeleton
Bomber Arrows
Arrows Flying Machine
Bomber Arrows Flying Machine
Arrows Flying Machine Lightning
Arrows Flying Machine Lightning
Lightning Guards
Lightning Arrows Flying Machine
Lightning Arrows Flying Machine
Flying Machine Lightning
Lightning Arrows Flying Machine
Lightning Arrows Flying Machine
Lightning Bomber Arrows Flying Machine
Lightning Arrows Flying Machine
Lightning Arrows
Bomber Lightning
Lightning Bomber Arrows Flying Machine
Lightning Bomber Arrows Flying Machine
Lightning Giant Skeleton
Lightning Arrows
Lightning
Lightning Arrows Barbarians Flying Machine
Arrows Bomber
Arrows Flying Machine Lightning
Lightning Arrows Flying Machine
Lightning Arrows
Lightning Arrows Flying Machine
Lightning Flying Machine Guards
Lightning
Lightning Bomber Arrows
Lightning Arrows
Giant Skeleton
Arrows Lightning
Lightning Barbarians Flying Machine Guards
Lightning Arrows Flying Machine
Arrows
Lightning Flying Machine
Arrows Bomber Flying Machine Lightning
Lightning Arrows Giant Skeleton
Flying Machine
Flying Machine Guards Giant Skeleton Lightning
Flying Machine Lightning
Lightning Flying Machine Giant Skeleton
Lightning

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