My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Magic Archer

Defensive buildings

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

Cannon

Investments

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

Firecracker Suspicious Bush Electro Giant Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Freeze

Punishments

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

Royal Hogs Electro Giant

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.

Royal Hogs Electro Giant Magic Archer

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 Royal Hogs Magic Archer

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 Hogs Skeleton Army
Giant Snowball
Cannon Royal Hogs Skeleton Army
Zap
Cannon Firecracker Royal Hogs Skeleton Army
Barbarian Barrel
Cannon Firecracker Royal Hogs Skeleton Army Magic Archer
The Log
Cannon Firecracker Suspicious Bush Royal Hogs Skeleton Army
Earthquake
Cannon Firecracker Royal Hogs Skeleton Army
Arrows
Firecracker Suspicious Bush Royal Hogs Skeleton Army
Royal Delivery
Firecracker Royal Hogs Skeleton Army Magic Archer
Fireball
Cannon Firecracker Suspicious Bush Royal Hogs Skeleton Army Magic Archer
Poison
Cannon Firecracker Suspicious Bush Royal Hogs Skeleton Army Magic Archer
Lightning
Cannon Magic Archer
Rocket
Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Freeze Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Freeze Electro Giant Magic Archer

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.

Suspicious Bush Skeleton Army Freeze Electro Giant

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Cannon Firecracker Skeleton Army Freeze Magic Archer Royal Hogs Electro Giant

Shortest cycle

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

11 Suspicious Bush Cannon Firecracker Skeleton Army

Attack Synergies 0 2

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.

Cannon
Firecracker
Royal Hogs
Suspicious Bush
Royal Hogs
Firecracker Magic Archer
Skeleton Army
Freeze
Electro Giant
Magic Archer
Royal Hogs

Defense Synergies 0 7

Cannon
Firecracker Skeleton Army Electro Giant Magic Archer
Firecracker
Cannon Skeleton Army
Suspicious Bush
Royal Hogs
Skeleton Army
Cannon Firecracker Freeze Magic Archer
Freeze
Skeleton Army
Electro Giant
Cannon
Magic Archer
Cannon Skeleton Army

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.

Cannon Firecracker Magic Archer
Skeleton Army Cannon Firecracker
Cannon Skeleton Army Freeze
Cannon Skeleton Army Firecracker
Firecracker Skeleton Army
Skeleton Army Freeze Cannon Firecracker Magic Archer
Cannon Firecracker Freeze Magic Archer
Cannon Electro Giant Magic Archer
Cannon Skeleton Army
Skeleton Army Cannon Firecracker
Skeleton Army Cannon Firecracker Freeze Electro Giant Magic Archer
Firecracker Magic Archer
Cannon Skeleton Army Freeze
Skeleton Army Cannon Firecracker Freeze Magic Archer
Skeleton Army Cannon
Skeleton Army Cannon Freeze Electro Giant
Cannon Firecracker Skeleton Army
Cannon Firecracker Skeleton Army Magic Archer
Freeze Cannon Firecracker Magic Archer
Cannon
Skeleton Army Cannon Firecracker Electro Giant

Counters to secondary win conditions

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

Skeleton Army Electro Giant
Firecracker Magic Archer
Skeleton Army
Skeleton Army
Cannon Skeleton Army
Firecracker Electro Giant Freeze Magic Archer
Skeleton Army
Skeleton Army
Freeze Firecracker Skeleton Army Magic Archer
Cannon Skeleton Army
Skeleton Army Electro Giant
Skeleton Army Cannon
Cannon Firecracker Skeleton Army Electro Giant Magic Archer
Skeleton Army Electro Giant Firecracker Freeze Magic Archer
Cannon Firecracker Freeze Electro Giant Magic Archer
Cannon

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.)

Magic Archer Firecracker Freeze
Firecracker Magic Archer
Magic Archer
Firecracker Freeze
Firecracker Magic Archer
Firecracker Electro Giant Freeze Magic Archer
Firecracker Magic Archer
Firecracker Freeze Magic Archer
Firecracker
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Freeze Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker
Freeze
Firecracker Magic Archer
Firecracker Electro Giant Magic Archer
Magic Archer
Firecracker Freeze Electro Giant Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Electro Giant Magic Archer
Firecracker Freeze Electro Giant
Magic Archer
Firecracker Freeze Magic Archer
Firecracker Magic Archer
Skeleton Army Freeze Magic Archer
Firecracker Magic Archer
Freeze
Firecracker Magic Archer
Firecracker Magic Archer
Electro Giant
Firecracker
Electro Giant Firecracker Freeze Magic Archer
Firecracker Magic Archer
Firecracker Freeze Electro Giant Magic Archer
Firecracker

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