My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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 Firecracker

Defensive buildings

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

Bomb Tower

Investments

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

Bats Knight Firecracker Elixir Golem Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Mega 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.

Knight Elixir Golem Giant Skeleton 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 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
Bats Elixir Golem Giant Skeleton
Giant Snowball
Bats
Zap
Bats Firecracker
Barbarian Barrel
Knight Firecracker Elixir Golem Bomb Tower Giant Skeleton
The Log
Firecracker Elixir Golem Giant Skeleton
Earthquake
Firecracker Elixir Golem Bomb Tower
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Elixir Golem Giant Skeleton
Fireball
Firecracker Elixir Golem Bomb Tower
Poison
Bats Firecracker Elixir Golem Bomb Tower
Lightning
Knight Bomb Tower
Rocket
Bomb Tower

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 Bomb Tower 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 Elixir Golem Giant Skeleton Mega Knight

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Firecracker Elixir Golem Bomb Tower Giant Skeleton Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 5 8

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.

Bats
Knight Giant Skeleton Mega Knight Firecracker Elixir Golem
Arrows
Knight Elixir Golem Giant Skeleton Mega Knight
Knight
Bats Firecracker Arrows
Firecracker
Knight Elixir Golem Bats Giant Skeleton Mega Knight
Elixir Golem
Firecracker Bats Arrows
Bomb Tower
Giant Skeleton
Bats Arrows Firecracker
Mega Knight
Bats Arrows Firecracker

Defense Synergies 4 10

Bats
Knight Firecracker Bomb Tower Giant Skeleton Mega Knight
Arrows
Mega Knight Knight Bomb Tower Giant Skeleton
Knight
Bats Firecracker Bomb Tower Arrows
Firecracker
Knight Bats Bomb Tower Giant Skeleton Mega Knight
Elixir Golem
Bomb Tower
Knight Bats Arrows Firecracker
Giant Skeleton
Bats Arrows Firecracker
Mega Knight
Arrows Bats Firecracker

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
Bomb Tower Bats Knight Firecracker Mega Knight
Bomb Tower Mega Knight Bats Knight Giant Skeleton
Bomb Tower Bats Knight Firecracker Mega Knight
Arrows Firecracker Bomb Tower Giant Skeleton Mega Knight
Arrows Bats Firecracker Bomb Tower Mega Knight
Bats Arrows Firecracker Bomb Tower
Arrows Bomb Tower Giant Skeleton Mega Knight
Bomb Tower
Knight Firecracker Giant Skeleton Mega Knight
Bats Arrows Knight Firecracker Bomb Tower Giant Skeleton Mega Knight
Arrows Bats Firecracker
Bomb Tower Mega Knight Bats Knight Giant Skeleton
Bomb Tower Mega Knight Bats Arrows Firecracker
Knight Bomb Tower Mega Knight
Bomb Tower Mega Knight
Bomb Tower Mega Knight Bats Arrows Knight Firecracker
Arrows Bomb Tower Mega Knight Bats Knight Firecracker
Arrows Bomb Tower Bats Knight Firecracker Giant Skeleton Mega Knight
Bomb Tower
Mega Knight Bats Arrows Knight Firecracker Bomb Tower Giant Skeleton
Bomb Tower

Counters to secondary win conditions

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

Knight Mega Knight Giant Skeleton
Arrows Knight Firecracker Bomb Tower Mega Knight
Giant Skeleton Mega Knight Bats Knight Bomb Tower
Giant Skeleton Mega Knight Bats Knight
Giant Skeleton Knight Mega Knight
Arrows Firecracker Bats Bomb Tower
Bats Knight Bomb Tower Giant Skeleton
Giant Skeleton Mega Knight Knight Bomb Tower
Giant Skeleton Mega Knight Bats Knight Firecracker Bomb Tower
Mega Knight Bats Knight Bomb Tower Giant Skeleton
Mega Knight Arrows Giant Skeleton
Giant Skeleton Mega Knight Knight Bomb Tower
Firecracker Bomb Tower Mega Knight
Bats Knight Firecracker Bomb Tower Giant Skeleton
Bats Arrows Mega Knight Firecracker Bomb Tower Giant Skeleton
Arrows Bomb 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 Firecracker Giant Skeleton
Arrows Firecracker
Arrows Giant Skeleton
Arrows Knight Firecracker Giant Skeleton
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
Giant Skeleton Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
Giant Skeleton Mega Knight
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker
Arrows Giant Skeleton
Firecracker Mega Knight
Bats Firecracker Giant Skeleton
Firecracker Bats
Firecracker Giant Skeleton Mega Knight
Firecracker Mega Knight

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