My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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

Defensive buildings

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

Bomb Tower

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 Firecracker Giant Giant Skeleton Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

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.

Giant Giant Skeleton

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
Bats Archers Giant Giant Skeleton Sparky
Giant Snowball
Bats Archers
Zap
Bats Archers Firecracker Sparky
Barbarian Barrel
Archers Firecracker Bomb Tower Giant Skeleton Sparky
The Log
Archers Firecracker Giant Skeleton Sparky
Earthquake
Archers Firecracker Bomb Tower
Arrows
Bats Archers Firecracker
Royal Delivery
Bats Archers Firecracker Giant Skeleton Sparky
Fireball
Archers Firecracker Bomb Tower Sparky
Poison
Bats Archers Firecracker Bomb Tower Sparky
Lightning
Bomb Tower Sparky
Rocket
Bomb Tower Sparky

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 Bomb Tower Sparky

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 Giant Skeleton Sparky

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Firecracker Bomb Tower Giant Giant Skeleton Sparky

Shortest cycle

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

11 Bats Archers Arrows Firecracker

Attack Synergies 5 10

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
Giant Giant Skeleton Firecracker Sparky
Archers
Arrows Giant Giant Skeleton
Arrows
Giant Sparky Archers Giant Skeleton
Firecracker
Bats Giant Giant Skeleton Sparky
Bomb Tower
Giant
Bats Arrows Sparky Archers Firecracker
Giant Skeleton
Bats Archers Arrows Firecracker Sparky
Sparky
Arrows Giant Bats Firecracker Giant Skeleton

Defense Synergies 0 12

Bats
Firecracker Bomb Tower Giant Skeleton Sparky
Archers
Firecracker Bomb Tower Giant Skeleton
Arrows
Bomb Tower Giant Skeleton Sparky
Firecracker
Bats Archers Bomb Tower Giant Skeleton
Bomb Tower
Bats Archers Arrows Firecracker
Giant
Giant Skeleton
Bats Archers Arrows Firecracker
Sparky
Bats Arrows

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.

Firecracker Sparky
Bomb Tower Sparky Bats Firecracker
Bomb Tower Sparky Bats Archers Giant Skeleton
Bomb Tower Sparky Bats Firecracker
Arrows Firecracker Bomb Tower Giant Skeleton Sparky
Arrows Bats Archers Firecracker Bomb Tower
Bats Archers Arrows Firecracker Bomb Tower
Arrows Bomb Tower Giant Skeleton Sparky
Sparky Bomb Tower
Archers Firecracker Giant Skeleton Sparky
Bats Archers Arrows Firecracker Bomb Tower Giant Skeleton
Arrows Bats Archers Firecracker
Bomb Tower Sparky Bats Giant Skeleton
Bomb Tower Sparky Bats Arrows Firecracker
Sparky Bomb Tower
Bomb Tower Sparky
Bomb Tower Sparky Bats Arrows Firecracker
Arrows Bomb Tower Bats Archers Firecracker
Arrows Bomb Tower Bats Archers Firecracker Giant Skeleton
Sparky Bomb Tower
Bats Archers Arrows Firecracker Bomb Tower Giant Skeleton Sparky
Bomb Tower Sparky

Counters to secondary win conditions

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

Archers Giant Skeleton Sparky
Archers Arrows Firecracker Bomb Tower
Giant Skeleton Bats Bomb Tower Sparky
Giant Skeleton Bats Sparky
Giant Skeleton Sparky
Arrows Firecracker Bats Archers Bomb Tower
Sparky Bats Archers Bomb Tower Giant Skeleton
Giant Skeleton Bomb Tower Sparky
Giant Skeleton Bats Firecracker Bomb Tower Sparky
Sparky
Bats Bomb Tower Giant Skeleton Sparky
Arrows Giant Skeleton
Giant Skeleton Bomb Tower Sparky
Archers Firecracker Bomb Tower Sparky
Sparky Bats Archers Firecracker Bomb Tower Giant Skeleton
Bats Arrows Archers Firecracker Bomb Tower Giant Skeleton Sparky
Arrows Bomb Tower

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 Firecracker Giant Skeleton Sparky
Arrows Firecracker
Arrows Giant Skeleton Sparky
Arrows Firecracker Giant Skeleton Sparky
Arrows Firecracker Sparky
Arrows Firecracker Bats
Archers Arrows Firecracker Sparky
Arrows Firecracker
Arrows Firecracker
Bats Sparky
Firecracker Arrows Sparky
Archers Arrows Firecracker
Firecracker Sparky
Arrows Firecracker
Arrows Firecracker Sparky
Arrows Firecracker Sparky
Arrows Firecracker Sparky
Arrows Sparky
Bats Sparky
Archers Arrows Firecracker Sparky
Arrows Firecracker
Giant Skeleton Sparky
Arrows
Sparky
Arrows
Arrows Firecracker Sparky
Arrows Firecracker Sparky
Arrows Sparky
Arrows Firecracker Sparky
Bats Archers Arrows Firecracker Sparky
Bats Firecracker
Sparky
Arrows Sparky
Arrows Firecracker Sparky
Giant Skeleton Sparky
Arrows Firecracker Sparky
Bats Archers
Archers Arrows Firecracker
Arrows
Firecracker Sparky
Arrows Firecracker
Arrows Giant Skeleton Sparky
Firecracker Sparky
Bats Firecracker Giant Skeleton Sparky
Firecracker Bats
Firecracker Giant Skeleton Sparky
Sparky
Firecracker Sparky

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