My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies

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.

Royal Recruits Zappies Rune Giant Royal Ghost

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.

Arrows Lightning

Punishments

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

Royal Recruits Royal Ghost

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.

Electro Spirit Barbarians Royal Recruits Rune Giant Royal Ghost

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.

Electro Spirit Royal Ghost

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
Royal Recruits
Giant Snowball
Barbarians Royal Recruits Zappies
Zap
Zappies
Barbarian Barrel
Electro Spirit Barbarians Royal Recruits Zappies Royal Ghost
The Log
Electro Spirit Barbarians Royal Recruits Zappies
Earthquake
Barbarians Zappies
Arrows
Electro Spirit Royal Recruits Zappies
Royal Delivery
Electro Spirit Barbarians Royal Recruits Zappies Royal Ghost
Fireball
Barbarians Zappies
Poison
Barbarians Royal Recruits Zappies
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Royal Ghost

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.

Electro Spirit Arrows Royal Recruits Rune Giant Royal Ghost

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.

Electro Spirit Arrows Royal Ghost Zappies Rune Giant Barbarians Lightning Royal Recruits

Shortest cycle

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

11 Electro Spirit Arrows Royal Ghost Zappies

Attack Synergies 0 4

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.

Electro Spirit
Arrows
Lightning
Barbarians
Royal Recruits
Zappies Royal Ghost
Zappies
Royal Recruits Royal Ghost
Rune Giant
Lightning
Arrows
Royal Ghost
Royal Recruits Zappies

Defense Synergies 0 3

Electro Spirit
Arrows
Barbarians Lightning
Barbarians
Arrows Zappies
Royal Recruits
Zappies
Barbarians
Rune Giant
Lightning
Arrows
Royal Ghost

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 Royal Recruits Zappies
Barbarians Royal Recruits Zappies
Barbarians Royal Recruits Zappies Lightning
Barbarians Royal Recruits Zappies
Lightning Arrows Barbarians Royal Recruits
Arrows Electro Spirit Zappies Royal Ghost
Lightning Electro Spirit Arrows Zappies
Lightning Electro Spirit Arrows Barbarians Royal Recruits
Barbarians Zappies Royal Recruits
Barbarians Royal Recruits Zappies Royal Ghost
Barbarians Electro Spirit Arrows Royal Recruits Zappies Royal Ghost
Arrows Zappies
Barbarians Royal Recruits Zappies Lightning
Electro Spirit Arrows Barbarians Royal Recruits Zappies Royal Ghost
Barbarians Royal Recruits Zappies
Barbarians Royal Recruits Zappies Lightning
Barbarians Arrows Royal Recruits Zappies
Arrows Electro Spirit Barbarians Royal Recruits Zappies Royal Ghost
Arrows Electro Spirit Barbarians Royal Recruits Zappies Royal Ghost
Barbarians Royal Recruits Zappies
Royal Recruits Royal Ghost Electro Spirit Arrows Barbarians Zappies
Zappies

Counters to secondary win conditions

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

Barbarians Royal Recruits Zappies Royal Ghost
Arrows Lightning Royal Ghost
Barbarians Royal Recruits Zappies Lightning
Royal Recruits Lightning Barbarians Zappies
Barbarians Royal Recruits Zappies
Arrows Electro Spirit Zappies
Royal Recruits Barbarians Zappies Lightning
Barbarians Royal Recruits Zappies
Royal Recruits Lightning Electro Spirit Barbarians Zappies
Royal Recruits Barbarians Zappies
Barbarians Royal Recruits Zappies
Royal Recruits Lightning Arrows Barbarians
Barbarians Royal Recruits Lightning Zappies
Royal Recruits Barbarians Zappies
Barbarians Royal Recruits Zappies Electro Spirit Lightning
Arrows Electro Spirit Barbarians Royal Recruits Zappies Royal Ghost
Electro Spirit 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 Royal Recruits Royal Ghost
Arrows Royal Ghost
Lightning Arrows
Lightning Arrows Barbarians Royal Recruits
Arrows
Arrows Electro Spirit
Arrows
Arrows Lightning
Arrows Lightning
Lightning
Lightning Arrows Royal Recruits
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows Royal Recruits
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning
Lightning Arrows Barbarians Royal Recruits
Arrows Electro Spirit
Arrows Lightning Royal Ghost
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Electro Spirit Zappies
Lightning
Lightning Arrows
Lightning Electro Spirit Arrows Zappies
Arrows Lightning
Lightning Electro Spirit Barbarians Royal Recruits Zappies
Lightning Arrows Zappies
Arrows
Lightning
Arrows Lightning
Lightning Arrows
Royal Recruits
Electro Spirit Royal Recruits Zappies Lightning
Zappies Lightning
Lightning Royal Recruits Royal Ghost
Lightning

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