My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Furnace Zappies

Defensive buildings

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

Furnace

Investments

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

Bats Firecracker Furnace Zappies Giant Giant Skeleton

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 Giant Clone Giant Skeleton
Giant Snowball
Bats Furnace Zappies Clone
Zap
Bats Firecracker Furnace Zappies Clone
Barbarian Barrel
Firecracker Furnace Zappies Clone Giant Skeleton
The Log
Firecracker Furnace Zappies Clone Giant Skeleton
Earthquake
Firecracker Furnace Zappies Clone
Arrows
Bats Firecracker Furnace Zappies Clone
Royal Delivery
Bats Firecracker Zappies Clone Giant Skeleton
Fireball
Firecracker Furnace Zappies Clone
Poison
Bats Firecracker Furnace Zappies Clone
Lightning
Furnace
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Furnace

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 Clone Giant Skeleton

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.

Furnace

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Clone Furnace Zappies Giant Giant Skeleton

Shortest cycle

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

11 Bats Arrows Firecracker Clone

Attack Synergies 4 11

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 Clone
Arrows
Giant Giant Skeleton
Firecracker
Bats Zappies Giant Giant Skeleton
Furnace
Giant Giant Skeleton
Zappies
Firecracker Giant Clone Giant Skeleton
Giant
Bats Arrows Firecracker Furnace Zappies
Clone
Giant Skeleton Bats Zappies
Giant Skeleton
Bats Clone Arrows Firecracker Furnace Zappies

Defense Synergies 0 9

Bats
Firecracker Zappies Giant Skeleton
Arrows
Furnace Giant Skeleton
Firecracker
Bats Zappies Giant Skeleton
Furnace
Arrows Zappies
Zappies
Bats Firecracker Furnace Giant Skeleton
Giant
Clone
Giant Skeleton
Bats Arrows Firecracker Zappies

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 Zappies
Bats Firecracker Furnace Zappies
Furnace Bats Zappies Giant Skeleton
Bats Firecracker Furnace Zappies
Arrows Firecracker Giant Skeleton
Arrows Bats Firecracker Furnace Zappies
Bats Furnace Arrows Firecracker Zappies
Arrows Giant Skeleton
Zappies Furnace
Firecracker Zappies Giant Skeleton
Bats Arrows Firecracker Furnace Zappies Giant Skeleton
Arrows Bats Firecracker Furnace Zappies
Furnace Bats Zappies Giant Skeleton
Bats Arrows Firecracker Furnace Zappies
Furnace Zappies
Furnace Zappies
Bats Arrows Firecracker Furnace Zappies
Arrows Bats Firecracker Furnace Zappies
Arrows Furnace Bats Firecracker Zappies Giant Skeleton
Zappies
Bats Arrows Firecracker Furnace Zappies Giant Skeleton

Counters to secondary win conditions

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

Furnace Zappies Giant Skeleton
Arrows Firecracker
Zappies Giant Skeleton Bats Furnace
Giant Skeleton Bats Zappies
Giant Skeleton Zappies
Arrows Firecracker Furnace Bats Zappies
Bats Furnace Zappies Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Bats Firecracker Zappies
Zappies
Bats Zappies Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Zappies
Firecracker Furnace Zappies
Zappies Bats Firecracker Furnace Giant Skeleton
Bats Arrows Firecracker Zappies Giant Skeleton
Arrows Furnace

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
Arrows Firecracker
Arrows Giant Skeleton
Arrows Firecracker Giant Skeleton
Arrows Firecracker Furnace
Arrows Firecracker Bats Furnace
Arrows Firecracker Furnace
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Furnace
Arrows Firecracker Furnace
Arrows Firecracker Furnace
Arrows
Bats
Arrows Firecracker
Arrows Firecracker
Giant Skeleton
Arrows
Arrows
Arrows Firecracker Furnace
Arrows Firecracker
Arrows
Arrows Firecracker
Bats Arrows Firecracker Furnace
Bats Firecracker Zappies
Arrows
Arrows Firecracker Zappies
Giant Skeleton
Arrows Firecracker
Bats Zappies
Arrows Firecracker Zappies
Arrows
Firecracker
Arrows Firecracker
Arrows Giant Skeleton
Firecracker
Bats Firecracker Zappies Giant Skeleton
Firecracker Bats Zappies
Firecracker Giant Skeleton
Firecracker

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