My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Archers Firecracker Inferno 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.

Bats Archers Knight Firecracker Rune Giant Inferno Dragon

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

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 Rune Giant

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

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
Bats Archers Inferno Dragon
Giant Snowball
Bats Archers Inferno Dragon
Zap
Bats Archers Firecracker Inferno Dragon
Barbarian Barrel
Archers Knight Firecracker
The Log
Archers Firecracker
Earthquake
Archers Firecracker
Arrows
Bats Archers Firecracker
Royal Delivery
Bats Archers Knight Firecracker Inferno Dragon
Fireball
Archers Firecracker Inferno Dragon
Poison
Bats Archers Firecracker
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Bats Arrows Knight Rune Giant Inferno Dragon

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Berserker Archers Arrows Knight Firecracker Rune Giant Inferno Dragon

Shortest cycle

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

10 Bats Berserker Archers Arrows

Attack Synergies 5 8

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.

Bats
Knight Firecracker Rune Giant Inferno Dragon
Berserker
Rune Giant
Archers
Knight Arrows Rune Giant Inferno Dragon
Arrows
Archers Knight
Knight
Bats Archers Firecracker Arrows
Firecracker
Knight Bats Inferno Dragon
Rune Giant
Berserker Inferno Dragon Bats Archers
Inferno Dragon
Rune Giant Bats Archers Firecracker

Defense Synergies 3 4

Bats
Knight Firecracker Inferno Dragon
Berserker
Archers
Knight Firecracker
Arrows
Knight
Knight
Bats Archers Firecracker Arrows
Firecracker
Knight Bats Archers
Rune Giant
Inferno Dragon
Bats

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.

Knight Firecracker
Inferno Dragon Bats Knight Firecracker
Bats Archers Knight Inferno Dragon
Inferno Dragon Bats Knight Firecracker
Arrows Firecracker
Arrows Bats Archers Firecracker
Bats Inferno Dragon Archers Arrows Firecracker
Arrows
Inferno Dragon
Knight Archers Firecracker
Bats Berserker Archers Arrows Knight Firecracker
Arrows Inferno Dragon Bats Archers Firecracker
Bats Knight
Bats Arrows Firecracker
Inferno Dragon Knight
Inferno Dragon
Bats Arrows Knight Firecracker
Arrows Bats Archers Knight Firecracker
Arrows Bats Archers Knight Firecracker Inferno Dragon
Inferno Dragon
Bats Archers Arrows Knight Firecracker
Inferno Dragon

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight Firecracker Inferno Dragon
Bats Knight
Bats Knight
Knight Inferno Dragon
Arrows Firecracker Bats Archers
Bats Archers Knight
Knight Inferno Dragon
Bats Knight Firecracker Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Knight
Arrows
Knight
Archers Firecracker
Bats Archers Knight Firecracker Inferno Dragon
Bats Arrows Archers Firecracker Inferno Dragon
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.)

Arrows Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats
Archers Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Knight
Archers Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Archers Arrows Firecracker
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Inferno Dragon
Arrows Firecracker
Arrows
Arrows Firecracker
Bats Archers Arrows Firecracker
Bats Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Bats Archers
Archers Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker
Bats Firecracker
Firecracker Bats
Firecracker
Inferno Dragon
Firecracker

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