My Best Clash Royale Deck

Deck Check Rating

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

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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

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.

Baby Dragon Rune Giant Bandit Lumberjack Sparky

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Poison

Punishments

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

Elite Barbarians Bandit Lumberjack

Pump responses

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

Poison

Dropped at the bridge

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

Elite Barbarians Baby Dragon Rune Giant Bandit Lumberjack

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.

Elite Barbarians Bandit Lumberjack

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
Elite Barbarians Skeleton Army Bandit Sparky
Giant Snowball
Skeleton Army Baby Dragon Lumberjack
Zap
Skeleton Army Bandit Sparky
Barbarian Barrel
Elite Barbarians Skeleton Army Bandit Lumberjack Sparky
The Log
Elite Barbarians Skeleton Army Bandit Lumberjack Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Skeleton Army Baby Dragon Bandit Lumberjack Sparky
Fireball
Elite Barbarians Skeleton Army Baby Dragon Bandit Lumberjack Sparky
Poison
Skeleton Army Sparky
Lightning
Elite Barbarians Baby Dragon Bandit Lumberjack Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Poison Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Baby Dragon Poison 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.

Elite Barbarians Skeleton Army

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.

Skeleton Army Bandit Baby Dragon Poison Rune Giant Lumberjack Elite Barbarians Sparky

Shortest cycle

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

14 Skeleton Army Bandit Baby Dragon Poison

Attack Synergies 0 11

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.

Elite Barbarians
Bandit Lumberjack Sparky
Skeleton Army
Sparky
Baby Dragon
Poison Bandit Lumberjack Sparky
Poison
Baby Dragon
Rune Giant
Lumberjack
Bandit
Elite Barbarians Baby Dragon Lumberjack
Lumberjack
Elite Barbarians Baby Dragon Rune Giant Bandit Sparky
Sparky
Elite Barbarians Skeleton Army Baby Dragon Lumberjack

Defense Synergies 0 7

Elite Barbarians
Skeleton Army
Bandit Lumberjack Sparky
Baby Dragon
Bandit Lumberjack
Poison
Sparky
Rune Giant
Bandit
Skeleton Army Baby Dragon Lumberjack
Lumberjack
Skeleton Army Baby Dragon Bandit
Sparky
Skeleton Army Poison

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.

Baby Dragon Sparky
Elite Barbarians Skeleton Army Lumberjack Sparky Bandit
Skeleton Army Lumberjack Sparky Elite Barbarians Bandit
Elite Barbarians Skeleton Army Lumberjack Sparky Bandit
Elite Barbarians Skeleton Army Poison Lumberjack Sparky
Skeleton Army Baby Dragon Bandit Lumberjack
Baby Dragon Poison
Baby Dragon Poison Bandit Sparky
Sparky Elite Barbarians Skeleton Army Lumberjack
Elite Barbarians Skeleton Army Bandit Lumberjack Sparky
Skeleton Army Poison Baby Dragon Bandit Lumberjack
Baby Dragon Poison
Skeleton Army Lumberjack Sparky Elite Barbarians Bandit
Skeleton Army Sparky Baby Dragon Poison Lumberjack
Elite Barbarians Skeleton Army Sparky Bandit Lumberjack
Skeleton Army Elite Barbarians Bandit Lumberjack Sparky
Sparky Elite Barbarians Skeleton Army Poison Lumberjack
Elite Barbarians Skeleton Army Baby Dragon Bandit Lumberjack
Baby Dragon Poison Bandit Lumberjack
Sparky Elite Barbarians Lumberjack
Skeleton Army Elite Barbarians Baby Dragon Poison Bandit Lumberjack Sparky
Sparky

Counters to secondary win conditions

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

Skeleton Army Lumberjack Elite Barbarians Bandit Sparky
Poison Bandit Elite Barbarians Baby Dragon Lumberjack
Skeleton Army Bandit Lumberjack Elite Barbarians Sparky
Skeleton Army Lumberjack Elite Barbarians Bandit Sparky
Elite Barbarians Skeleton Army Bandit Lumberjack Sparky
Poison Baby Dragon
Skeleton Army Sparky Elite Barbarians Bandit Lumberjack
Elite Barbarians Skeleton Army Lumberjack Sparky
Elite Barbarians Skeleton Army Baby Dragon Poison Bandit Sparky
Skeleton Army Sparky
Elite Barbarians Lumberjack Sparky
Skeleton Army Elite Barbarians Poison
Elite Barbarians Skeleton Army Bandit Lumberjack Sparky
Skeleton Army Baby Dragon Sparky
Elite Barbarians Skeleton Army Sparky Baby Dragon Poison Lumberjack
Poison Elite Barbarians Baby Dragon Sparky

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.)

Poison Baby Dragon Bandit Sparky
Poison Baby Dragon Bandit
Baby Dragon Poison Bandit Sparky
Poison Sparky
Poison Baby Dragon Sparky
Poison Baby Dragon
Baby Dragon Poison Sparky
Poison Baby Dragon
Poison Bandit
Elite Barbarians Poison Lumberjack Sparky
Poison Bandit Sparky
Poison Baby Dragon
Poison Elite Barbarians Baby Dragon Bandit Sparky
Baby Dragon Poison Bandit
Elite Barbarians Baby Dragon Poison Sparky
Baby Dragon Poison Bandit Sparky
Baby Dragon Poison Bandit Sparky
Poison Sparky
Sparky
Baby Dragon Poison Bandit Sparky
Baby Dragon Poison
Baby Dragon Poison Sparky
Poison
Sparky
Baby Dragon Poison
Poison Baby Dragon Sparky
Poison Baby Dragon Bandit Sparky
Baby Dragon Poison Bandit Sparky
Poison Baby Dragon Bandit Sparky
Elite Barbarians Poison Baby Dragon Sparky
Poison
Elite Barbarians Sparky
Poison Bandit Sparky
Poison Sparky
Sparky
Poison Sparky
Skeleton Army Bandit
Poison Baby Dragon
Poison Baby Dragon Lumberjack Sparky
Baby Dragon Poison
Poison Sparky
Elite Barbarians Sparky
Elite Barbarians Baby Dragon Poison Sparky
Poison
Poison Baby Dragon Bandit Sparky
Sparky
Sparky

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