My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 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!
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!

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.

Cannon

Investments

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

Knight Firecracker Royal Ghost Bandit Goblinstein

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.

Arrows Fireball

Punishments

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

Royal Ghost Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Ghost Bandit

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 Ghost Bandit

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
Bandit
Giant Snowball
Cannon
Zap
Cannon Firecracker Bandit
Barbarian Barrel
Knight Cannon Firecracker Royal Ghost Bandit
The Log
Cannon Firecracker Bandit
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Royal Ghost Bandit
Fireball
Cannon Firecracker Bandit
Poison
Cannon Firecracker
Lightning
Knight Cannon Bandit Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball 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.

Arrows Knight Royal Ghost

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Firecracker Royal Ghost Bandit Fireball Goblinstein

Shortest cycle

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

12 Arrows Knight Cannon Firecracker

Attack Synergies 2 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.

Arrows
Fireball Knight Bandit
Knight
Firecracker Arrows Fireball
Cannon
Firecracker
Knight Bandit
Fireball
Arrows Knight
Royal Ghost
Bandit
Bandit
Arrows Firecracker Royal Ghost
Goblinstein

Defense Synergies 2 11

Arrows
Knight Cannon Fireball Bandit
Knight
Cannon Firecracker Arrows Fireball
Cannon
Knight Arrows Firecracker Fireball Royal Ghost Bandit
Firecracker
Knight Cannon Bandit
Fireball
Arrows Knight Cannon Bandit
Royal Ghost
Cannon
Bandit
Arrows Cannon Firecracker Fireball
Goblinstein

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 Cannon Firecracker Fireball
Knight Cannon Firecracker Bandit
Cannon Knight Bandit
Cannon Knight Firecracker Bandit
Arrows Firecracker Fireball
Arrows Fireball Cannon Firecracker Royal Ghost Bandit
Arrows Cannon Firecracker Fireball
Arrows Cannon Fireball Bandit
Cannon
Knight Cannon Firecracker Royal Ghost Bandit
Arrows Knight Cannon Firecracker Fireball Royal Ghost Bandit
Arrows Firecracker Fireball
Cannon Knight Fireball Bandit
Fireball Arrows Cannon Firecracker Royal Ghost
Knight Cannon Bandit
Cannon Fireball Bandit
Arrows Knight Cannon Firecracker Fireball
Arrows Cannon Fireball Knight Firecracker Royal Ghost Bandit
Arrows Knight Cannon Firecracker Fireball Royal Ghost Bandit
Cannon
Royal Ghost Arrows Knight Cannon Firecracker Fireball Bandit

Counters to secondary win conditions

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

Knight Fireball Royal Ghost Bandit
Fireball Bandit Arrows Knight Firecracker Royal Ghost
Bandit Knight
Knight Fireball Bandit
Knight Cannon Bandit
Arrows Firecracker Fireball
Knight Fireball Bandit
Knight
Knight Firecracker Fireball Bandit
Cannon
Knight
Arrows Fireball
Knight Cannon Fireball Bandit
Cannon Firecracker Fireball
Knight Firecracker Fireball
Arrows Cannon Firecracker Fireball Royal Ghost
Arrows Cannon 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 Arrows Knight Firecracker Royal Ghost Bandit
Arrows Firecracker Fireball Royal Ghost Bandit
Arrows Fireball Bandit
Arrows Knight Firecracker Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Arrows Firecracker
Arrows Fireball Firecracker
Arrows Fireball Firecracker Bandit
Fireball
Firecracker Arrows Knight Fireball Bandit
Fireball Arrows Firecracker
Knight Firecracker Fireball Bandit
Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball
Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball Bandit
Arrows Fireball
Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Royal Ghost Bandit
Fireball Arrows Bandit
Fireball Arrows Firecracker Bandit
Arrows Firecracker Fireball
Firecracker Fireball
Fireball
Arrows Fireball Bandit
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fireball Bandit
Fireball Arrows Firecracker
Arrows Fireball
Fireball Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Royal Ghost Bandit
Fireball Firecracker

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