My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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 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.

Bats Archers Knight Firecracker Suspicious Bush Magic Archer

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

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 Magic Archer

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
Bats Archers
Giant Snowball
Bats Archers
Zap
Bats Archers Firecracker
Barbarian Barrel
Archers Knight Firecracker Magic Archer
The Log
Archers Firecracker Suspicious Bush
Earthquake
Archers Firecracker
Arrows
Bats Archers Firecracker Suspicious Bush
Royal Delivery
Bats Archers Knight Firecracker Magic Archer
Fireball
Archers Firecracker Suspicious Bush Magic Archer
Poison
Bats Archers Firecracker Suspicious Bush Magic Archer
Lightning
Knight Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Magic Archer

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 Suspicious Bush

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Suspicious Bush Archers Arrows Knight Firecracker Fireball Magic Archer

Shortest cycle

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

10 Bats Suspicious Bush Archers Arrows

Attack Synergies 4 6

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
Archers
Knight Arrows
Arrows
Fireball Archers Knight
Knight
Bats Archers Firecracker Arrows Fireball Magic Archer
Firecracker
Knight Bats
Suspicious Bush
Fireball
Arrows Knight Magic Archer
Magic Archer
Knight Fireball

Defense Synergies 4 5

Bats
Knight Firecracker
Archers
Knight Firecracker
Arrows
Knight Fireball
Knight
Bats Archers Firecracker Magic Archer Arrows Fireball
Firecracker
Knight Bats Archers
Suspicious Bush
Fireball
Arrows Knight
Magic Archer
Knight

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 Fireball Magic Archer
Bats Knight Firecracker
Bats Archers Knight
Bats Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball Bats Archers Firecracker Magic Archer
Bats Archers Arrows Firecracker Fireball Magic Archer
Arrows Fireball Magic Archer
Knight Archers Firecracker
Bats Archers Arrows Knight Firecracker Fireball Magic Archer
Arrows Bats Archers Firecracker Fireball Magic Archer
Bats Knight Fireball
Fireball Bats Arrows Firecracker Magic Archer
Knight
Fireball
Bats Arrows Knight Firecracker Fireball
Arrows Fireball Bats Archers Knight Firecracker Magic Archer
Arrows Bats Archers Knight Firecracker Fireball Magic Archer
Bats Archers Arrows Knight Firecracker Fireball

Counters to secondary win conditions

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

Knight Archers Fireball
Fireball Archers Arrows Knight Firecracker Magic Archer
Bats Knight
Bats Knight Fireball
Knight
Arrows Firecracker Fireball Bats Archers Magic Archer
Bats Archers Knight Fireball
Knight
Bats Knight Firecracker Fireball Magic Archer
Bats Knight
Arrows Fireball
Knight Fireball
Archers Firecracker Fireball Magic Archer
Bats Archers Knight Firecracker Fireball Magic Archer
Bats Arrows Archers Firecracker Fireball Magic Archer
Arrows 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 Magic Archer Arrows Knight Firecracker
Arrows Firecracker Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Knight Firecracker Fireball
Fireball Arrows Firecracker Magic Archer
Arrows Firecracker Fireball Bats Magic Archer
Archers Arrows Firecracker Magic Archer
Arrows Fireball Firecracker Magic Archer
Arrows Fireball Firecracker
Bats Fireball
Firecracker Arrows Knight Fireball Magic Archer
Fireball Archers Arrows Firecracker Magic Archer
Knight Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Magic Archer Arrows Firecracker Fireball
Arrows Fireball
Bats
Archers Arrows Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Fireball Magic Archer
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Fireball Arrows Magic Archer
Fireball Arrows Firecracker Magic Archer
Bats Archers Arrows Firecracker Fireball Magic Archer
Bats Firecracker Fireball
Fireball
Arrows Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Arrows Firecracker Fireball Magic Archer
Bats Archers Fireball Magic Archer
Fireball Archers Arrows Firecracker Magic Archer
Arrows Fireball
Fireball Knight Firecracker Magic Archer
Arrows Firecracker Fireball Magic Archer
Arrows Fireball
Firecracker
Bats Firecracker Fireball Magic Archer
Firecracker Bats Fireball Magic Archer
Firecracker Fireball Magic Archer
Fireball Firecracker

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