My Best Clash Royale Deck

Deck Check Rating

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

5 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 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Firecracker

Defensive buildings

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

Tombstone

Investments

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

Firecracker Tombstone Giant Skeleton Mega Knight 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.

Fireball Rocket Rage

Punishments

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

Mega Knight

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Giant Skeleton Mega Knight Skeleton King

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
Giant Skeleton Skeleton King
Giant Snowball
Tombstone Skeleton King
Zap
Firecracker Tombstone Skeleton King
Barbarian Barrel
Firecracker Tombstone Giant Skeleton Skeleton King
The Log
Firecracker Tombstone Giant Skeleton Skeleton King
Earthquake
Firecracker Tombstone Skeleton King
Arrows
Firecracker Tombstone Skeleton King
Royal Delivery
Firecracker Giant Skeleton Skeleton King
Fireball
Firecracker Tombstone Skeleton King
Poison
Firecracker Tombstone Skeleton King
Lightning
Tombstone Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Rocket Mega Knight 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.

Tombstone Rocket Rage Giant Skeleton Mega Knight

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.

Fireball

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.

Fireball

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.

Rage Firecracker Tombstone Fireball Skeleton King Rocket Giant Skeleton Mega Knight

Shortest cycle

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

12 Rage Firecracker Tombstone Fireball

Attack Synergies 0 5

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.

Firecracker
Giant Skeleton Mega Knight
Tombstone
Fireball
Mega Knight Skeleton King
Rocket
Rage
Giant Skeleton
Giant Skeleton
Firecracker Rage
Mega Knight
Firecracker Fireball
Skeleton King
Fireball

Defense Synergies 1 6

Firecracker
Tombstone Giant Skeleton Mega Knight
Tombstone
Skeleton King Firecracker Fireball Rocket
Fireball
Tombstone Mega Knight
Rocket
Tombstone
Rage
Giant Skeleton
Firecracker
Mega Knight
Firecracker Fireball
Skeleton King
Tombstone

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.

Rocket Firecracker Tombstone Fireball
Firecracker Tombstone Mega Knight
Rocket Mega Knight Tombstone Giant Skeleton
Firecracker Tombstone Mega Knight Skeleton King
Firecracker Tombstone Fireball Rocket Giant Skeleton Mega Knight
Fireball Firecracker Mega Knight
Rocket Firecracker Tombstone Fireball
Rocket Fireball Giant Skeleton Mega Knight
Tombstone Skeleton King
Firecracker Giant Skeleton Mega Knight
Firecracker Tombstone Fireball Giant Skeleton Mega Knight Skeleton King
Firecracker Fireball
Tombstone Mega Knight Fireball Rocket Giant Skeleton
Fireball Rocket Mega Knight Firecracker Tombstone Skeleton King
Tombstone Mega Knight Skeleton King
Rocket Fireball Mega Knight
Mega Knight Firecracker Tombstone Fireball
Tombstone Fireball Mega Knight Firecracker
Firecracker Tombstone Fireball Giant Skeleton Mega Knight
Mega Knight Firecracker Fireball Giant Skeleton
Tombstone

Counters to secondary win conditions

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

Mega Knight Tombstone Fireball Giant Skeleton
Fireball Firecracker Rocket Mega Knight
Tombstone Giant Skeleton Mega Knight Rocket
Rocket Giant Skeleton Mega Knight Fireball
Giant Skeleton Tombstone Mega Knight
Firecracker Fireball Rocket
Rocket Tombstone Fireball Giant Skeleton
Giant Skeleton Mega Knight
Rocket Giant Skeleton Mega Knight Firecracker Tombstone Fireball
Tombstone
Mega Knight Tombstone Giant Skeleton
Rocket Mega Knight Fireball Giant Skeleton
Rocket Giant Skeleton Mega Knight Tombstone Fireball Skeleton King
Firecracker Fireball Mega Knight
Tombstone Firecracker Fireball Rocket Giant Skeleton Skeleton King
Mega Knight Firecracker Fireball Giant Skeleton Skeleton King
Tombstone Fireball

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.)

Fireball Firecracker Rocket Giant Skeleton
Firecracker Fireball
Rocket Fireball Giant Skeleton
Firecracker Fireball Rocket Giant Skeleton
Fireball Rocket Firecracker Mega Knight
Firecracker Fireball Rocket
Firecracker
Fireball Firecracker
Fireball Firecracker
Rocket Fireball
Firecracker Rocket Fireball
Fireball Firecracker Rocket
Rocket Firecracker Fireball
Firecracker Fireball Rocket
Firecracker Fireball
Rocket Firecracker Fireball
Firecracker Fireball Rocket Mega Knight
Fireball Rocket
Rocket
Rocket Firecracker Fireball Mega Knight
Rocket Firecracker Fireball Mega Knight
Rocket Fireball Giant Skeleton Mega Knight
Rocket Fireball
Rocket
Rocket Fireball
Firecracker Fireball Mega Knight
Firecracker Fireball
Fireball Mega Knight
Fireball Rocket Firecracker
Firecracker Fireball
Rocket Firecracker Fireball
Fireball
Fireball Rocket Mega Knight
Rocket Firecracker Fireball
Giant Skeleton Mega Knight
Rocket Firecracker Fireball
Tombstone Fireball Rocket
Fireball Rocket Firecracker
Fireball
Fireball Firecracker Rocket Mega Knight
Firecracker Fireball Skeleton King
Rocket Fireball Giant Skeleton
Firecracker Mega Knight
Firecracker Fireball Rocket Giant Skeleton Skeleton King
Firecracker Fireball Rocket
Firecracker Fireball Rocket Giant Skeleton Mega Knight
Fireball Firecracker Rocket Mega Knight

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