My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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 Firecracker Royal Giant Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Rocket Tornado

Punishments

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

Royal Giant

Pump responses

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

Earthquake Rocket

Dropped at the bridge

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

Royal Giant Giant Skeleton 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 Giant Skeleton 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 Royal Giant Giant Skeleton
Giant Snowball
Bats
Zap
Bats Firecracker Royal Giant
Barbarian Barrel
Firecracker Giant Skeleton Magic Archer
The Log
Firecracker Royal Giant Giant Skeleton
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Giant Skeleton Magic Archer
Fireball
Firecracker Magic Archer
Poison
Bats Firecracker Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Rocket Tornado 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 Rocket Tornado Giant Skeleton

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.

Royal Giant

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 Firecracker Earthquake Tornado Magic Archer Royal Giant Rocket Giant Skeleton

Shortest cycle

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

11 Bats Firecracker Earthquake Tornado

Attack Synergies 6 12

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
Royal Giant Giant Skeleton Firecracker
Firecracker
Royal Giant Bats Earthquake Tornado Giant Skeleton
Royal Giant
Bats Firecracker Earthquake Rocket Tornado Giant Skeleton Magic Archer
Earthquake
Royal Giant Firecracker Tornado Giant Skeleton
Rocket
Tornado Royal Giant
Tornado
Rocket Magic Archer Firecracker Royal Giant Earthquake Giant Skeleton
Giant Skeleton
Bats Firecracker Royal Giant Earthquake Tornado Magic Archer
Magic Archer
Tornado Royal Giant Giant Skeleton

Defense Synergies 2 9

Bats
Firecracker Earthquake Giant Skeleton
Firecracker
Bats Earthquake Tornado Giant Skeleton
Royal Giant
Earthquake
Bats Firecracker Tornado
Rocket
Tornado
Tornado
Rocket Magic Archer Firecracker Earthquake Giant Skeleton
Giant Skeleton
Bats Firecracker Tornado Magic Archer
Magic Archer
Tornado Giant Skeleton

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.

Earthquake Rocket Firecracker Magic Archer
Bats Firecracker
Rocket Tornado Bats Giant Skeleton
Bats Firecracker
Firecracker Earthquake Rocket Tornado Giant Skeleton
Tornado Bats Firecracker Earthquake Magic Archer
Bats Rocket Tornado Firecracker Magic Archer
Earthquake Rocket Giant Skeleton Magic Archer
Tornado
Tornado Firecracker Giant Skeleton
Bats Firecracker Earthquake Tornado Giant Skeleton Magic Archer
Bats Firecracker Tornado Magic Archer
Bats Earthquake Rocket Giant Skeleton
Rocket Bats Firecracker Earthquake Tornado Magic Archer
Rocket Tornado
Bats Firecracker Tornado
Bats Firecracker Tornado Magic Archer
Earthquake Tornado Bats Firecracker Giant Skeleton Magic Archer
Tornado
Bats Firecracker Earthquake Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton
Firecracker Rocket Magic Archer
Giant Skeleton Bats Rocket
Rocket Giant Skeleton Bats Tornado
Giant Skeleton
Firecracker Rocket Bats Tornado Magic Archer
Rocket Bats Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton Bats Firecracker Tornado Magic Archer
Bats Giant Skeleton
Rocket Tornado Giant Skeleton
Rocket Giant Skeleton
Firecracker Magic Archer
Bats Firecracker Rocket Tornado Giant Skeleton Magic Archer
Bats Firecracker Earthquake Giant Skeleton Magic Archer

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.)

Earthquake Magic Archer Firecracker Rocket Giant Skeleton
Firecracker Tornado Magic Archer
Earthquake Rocket Giant Skeleton Magic Archer
Earthquake Firecracker Rocket Giant Skeleton
Rocket Firecracker Earthquake Magic Archer
Firecracker Bats Rocket Tornado Magic Archer
Firecracker Earthquake Tornado Magic Archer
Earthquake Firecracker Tornado Magic Archer
Firecracker Tornado
Rocket Bats Tornado
Firecracker Rocket Earthquake Tornado Magic Archer
Firecracker Rocket Tornado Magic Archer
Earthquake Rocket Firecracker Magic Archer
Earthquake Firecracker Rocket Magic Archer
Earthquake Firecracker Magic Archer
Earthquake Rocket Firecracker Magic Archer
Earthquake Magic Archer Firecracker Rocket
Earthquake Rocket Tornado
Bats Rocket
Rocket Firecracker Earthquake Magic Archer
Rocket Firecracker Earthquake Tornado Magic Archer
Rocket Earthquake Giant Skeleton Magic Archer
Rocket Tornado
Rocket Tornado
Earthquake Rocket
Firecracker Earthquake Tornado Magic Archer
Firecracker Earthquake Tornado Magic Archer
Tornado Magic Archer
Rocket Firecracker Tornado Magic Archer
Bats Firecracker Tornado Magic Archer
Rocket Bats Firecracker
Earthquake Rocket Magic Archer
Rocket Firecracker Magic Archer
Giant Skeleton
Rocket Firecracker Earthquake Magic Archer
Earthquake Bats Rocket Magic Archer
Rocket Firecracker Tornado Magic Archer
Firecracker Rocket Magic Archer
Firecracker Earthquake Magic Archer
Rocket Tornado Giant Skeleton
Firecracker
Bats Firecracker Rocket Tornado Giant Skeleton Magic Archer
Firecracker Bats Rocket Tornado Magic Archer
Firecracker Rocket Tornado Giant Skeleton Magic Archer
Firecracker Rocket

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