My Best Clash Royale Deck

Deck Check Rating

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

5 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!
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 Baby Dragon Inferno Dragon Magic Archer

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.

Knight Firecracker Baby Dragon Inferno Dragon Magic Archer Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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 Baby Dragon Magic Archer Lava Hound

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 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
Skeleton Army Inferno Dragon Lava Hound
Giant Snowball
Skeleton Army Baby Dragon Inferno Dragon Lava Hound
Zap
Firecracker Skeleton Army Inferno Dragon Lava Hound
Barbarian Barrel
Knight Firecracker Skeleton Army Magic Archer
The Log
Firecracker Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army Lava Hound
Royal Delivery
Knight Firecracker Skeleton Army Baby Dragon Inferno Dragon Magic Archer Lava Hound
Fireball
Firecracker Skeleton Army Baby Dragon Inferno Dragon Magic Archer Lava Hound
Poison
Firecracker Skeleton Army Magic Archer Lava Hound
Lightning
Knight Baby Dragon Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Baby Dragon 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.

Arrows Knight Skeleton Army Baby Dragon Inferno Dragon

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

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.

Lava Hound

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.

Arrows Knight Firecracker Skeleton Army Baby Dragon Inferno Dragon Magic Archer Lava Hound

Shortest cycle

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

12 Arrows Knight Firecracker Skeleton Army

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.

Arrows
Lava Hound Knight
Knight
Firecracker Baby Dragon Arrows Magic Archer
Firecracker
Knight Baby Dragon Inferno Dragon Lava Hound
Skeleton Army
Lava Hound
Baby Dragon
Knight Lava Hound Firecracker Inferno Dragon
Inferno Dragon
Lava Hound Firecracker Baby Dragon
Magic Archer
Knight Lava Hound
Lava Hound
Arrows Baby Dragon Inferno Dragon Firecracker Skeleton Army Magic Archer

Defense Synergies 2 8

Arrows
Knight
Knight
Firecracker Magic Archer Arrows Skeleton Army Baby Dragon
Firecracker
Knight Skeleton Army Baby Dragon
Skeleton Army
Knight Firecracker Inferno Dragon Magic Archer
Baby Dragon
Knight Firecracker Inferno Dragon
Inferno Dragon
Skeleton Army Baby Dragon
Magic Archer
Knight Skeleton Army
Lava Hound

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 Baby Dragon Magic Archer
Skeleton Army Inferno Dragon Knight Firecracker
Skeleton Army Knight Inferno Dragon
Skeleton Army Inferno Dragon Knight Firecracker
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Firecracker Baby Dragon Magic Archer
Inferno Dragon Arrows Firecracker Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Inferno Dragon Skeleton Army
Knight Skeleton Army Firecracker
Skeleton Army Arrows Knight Firecracker Baby Dragon Magic Archer
Arrows Inferno Dragon Firecracker Baby Dragon Magic Archer
Skeleton Army Knight
Skeleton Army Arrows Firecracker Baby Dragon Magic Archer
Skeleton Army Inferno Dragon Knight
Skeleton Army Inferno Dragon
Arrows Knight Firecracker Skeleton Army
Arrows Knight Firecracker Skeleton Army Baby Dragon Magic Archer
Arrows Baby Dragon Knight Firecracker Inferno Dragon Magic Archer
Inferno Dragon
Skeleton Army Arrows Knight Firecracker Baby Dragon

Counters to secondary win conditions

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

Knight Skeleton Army
Arrows Knight Firecracker Baby Dragon Inferno Dragon Magic Archer
Skeleton Army Knight
Skeleton Army Knight
Knight Skeleton Army Inferno Dragon
Arrows Firecracker Baby Dragon Magic Archer
Skeleton Army Knight
Knight Skeleton Army Inferno Dragon
Knight Firecracker Skeleton Army Baby Dragon Inferno Dragon Magic Archer
Skeleton Army Inferno Dragon
Inferno Dragon Knight
Skeleton Army Arrows
Skeleton Army Knight
Firecracker Skeleton Army Baby Dragon Magic Archer
Skeleton Army Knight Firecracker Baby Dragon Inferno Dragon Magic Archer
Arrows Firecracker Baby Dragon Inferno Dragon Magic Archer
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.)

Magic Archer Arrows Knight Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Knight Firecracker
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker
Firecracker Arrows Knight Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Knight Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Magic Archer Arrows Firecracker Baby Dragon
Arrows
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows
Arrows Baby Dragon
Arrows Firecracker Baby Dragon Magic Archer
Inferno Dragon
Arrows Firecracker Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Firecracker
Arrows Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Skeleton Army Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows
Knight Firecracker Baby Dragon Magic Archer
Arrows Firecracker Baby Dragon Magic Archer
Arrows
Firecracker
Firecracker Baby Dragon Magic Archer
Firecracker Magic Archer
Firecracker Baby Dragon Magic Archer
Inferno Dragon
Firecracker

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