My Best Clash Royale Deck

Deck Check Rating

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

3 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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.

Baby 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.

Bomber Knight Royal Recruits Baby Dragon Sparky Skeleton King

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage

Punishments

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

Royal Recruits

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 Recruits Baby Dragon 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
Bomber Royal Recruits Sparky Skeleton King
Giant Snowball
Bomber Royal Recruits Baby Dragon Skeleton King
Zap
Bomber Sparky Skeleton King
Barbarian Barrel
Bomber Knight Royal Recruits Sparky Skeleton King
The Log
Bomber Royal Recruits Sparky Skeleton King
Earthquake
Bomber Skeleton King
Arrows
Bomber Royal Recruits Skeleton King
Royal Delivery
Bomber Knight Royal Recruits Baby Dragon Sparky Skeleton King
Fireball
Bomber Baby Dragon Sparky Skeleton King
Poison
Bomber Royal Recruits Sparky Skeleton King
Lightning
Knight Baby Dragon Sparky Skeleton King
Rocket
Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon 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.

Knight Royal Recruits Rage Baby Dragon 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.

Mirror Bomber Rage Knight Baby Dragon Skeleton King Sparky Royal Recruits

Shortest cycle

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

7 Mirror Bomber Rage Knight

Attack Synergies 2 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
Knight Royal Recruits Baby Dragon Sparky
Knight
Baby Dragon Bomber Sparky
Royal Recruits
Bomber
Mirror
Sparky
Rage
Sparky
Baby Dragon
Knight Bomber Sparky
Sparky
Rage Bomber Knight Mirror Baby Dragon
Skeleton King

Defense Synergies 1 5

Bomber
Knight Royal Recruits
Knight
Bomber Baby Dragon Sparky
Royal Recruits
Bomber
Mirror
Sparky
Rage
Baby Dragon
Knight Skeleton King
Sparky
Knight Mirror
Skeleton King
Baby 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.

Bomber Knight Royal Recruits Baby Dragon Sparky
Sparky Knight Royal Recruits
Sparky Bomber Knight Royal Recruits
Royal Recruits Sparky Knight Skeleton King
Bomber Royal Recruits Sparky
Bomber Baby Dragon
Baby Dragon
Royal Recruits Baby Dragon Sparky
Sparky Royal Recruits Skeleton King
Knight Bomber Royal Recruits Sparky
Bomber Knight Royal Recruits Baby Dragon Skeleton King
Baby Dragon
Royal Recruits Sparky Bomber Knight
Bomber Sparky Royal Recruits Baby Dragon Skeleton King
Royal Recruits Sparky Knight Skeleton King
Royal Recruits Sparky
Sparky Bomber Knight Royal Recruits
Bomber Knight Royal Recruits Baby Dragon
Baby Dragon Bomber Knight Royal Recruits
Sparky Royal Recruits
Bomber Royal Recruits Knight Baby Dragon Sparky

Counters to secondary win conditions

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

Knight Royal Recruits Sparky
Bomber Knight Baby Dragon
Royal Recruits Knight Sparky
Royal Recruits Knight Sparky
Royal Recruits Knight Sparky
Baby Dragon
Royal Recruits Sparky Knight
Knight Royal Recruits Sparky
Royal Recruits Knight Baby Dragon Sparky
Royal Recruits Sparky
Knight Royal Recruits Sparky
Royal Recruits
Royal Recruits Knight Sparky Skeleton King
Royal Recruits Bomber Baby Dragon Sparky
Royal Recruits Sparky Bomber Knight Baby Dragon Skeleton King
Bomber Royal Recruits Baby Dragon Sparky Skeleton King
Bomber

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.)

Knight Royal Recruits Baby Dragon Sparky
Baby Dragon
Baby Dragon Sparky
Knight Royal Recruits Sparky
Bomber Baby Dragon Sparky
Baby Dragon
Bomber Baby Dragon Sparky
Baby Dragon
Sparky
Knight Royal Recruits Sparky
Baby Dragon
Knight Baby Dragon Sparky
Baby Dragon
Baby Dragon Sparky
Bomber Baby Dragon Sparky
Royal Recruits Baby Dragon Sparky
Sparky
Bomber Sparky
Bomber Baby Dragon Sparky
Bomber Baby Dragon
Baby Dragon Sparky
Sparky
Royal Recruits Baby Dragon
Bomber Baby Dragon Sparky
Baby Dragon Sparky
Baby Dragon Sparky
Baby Dragon Sparky
Baby Dragon Sparky
Sparky
Bomber Sparky
Sparky
Sparky
Sparky
Royal Recruits
Baby Dragon
Knight Baby Dragon Sparky
Bomber Baby Dragon Skeleton King
Sparky
Royal Recruits Sparky
Royal Recruits Baby Dragon Sparky Skeleton King
Royal Recruits Baby Dragon Sparky
Sparky
Sparky

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