My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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

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.

Bomber Bats Knight Skeleton Barrel Cannon Cart Giant Skeleton

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel Cannon Cart

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 Skeleton Barrel Cannon Cart 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.

Skeleton Barrel 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
Bomber Bats Skeleton Barrel Clone Cannon Cart Giant Skeleton
Giant Snowball
Bomber Bats Skeleton Barrel Clone
Zap
Bomber Bats Skeleton Barrel Clone Cannon Cart
Barbarian Barrel
Bomber Knight Skeleton Barrel Clone Cannon Cart Giant Skeleton
The Log
Bomber Skeleton Barrel Clone Cannon Cart Giant Skeleton
Earthquake
Bomber Clone
Arrows
Bomber Bats Skeleton Barrel Clone
Royal Delivery
Bomber Bats Knight Skeleton Barrel Clone Cannon Cart Giant Skeleton
Fireball
Bomber Skeleton Barrel Clone Cannon Cart
Poison
Bomber Bats Skeleton Barrel Clone
Lightning
Knight Cannon Cart
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Skeleton Barrel Clone Giant Skeleton

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.

Bomber Bats Arrows Knight Skeleton Barrel Clone Cannon Cart Giant Skeleton

Shortest cycle

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

10 Bomber Bats Arrows Knight

Attack Synergies 6 15

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.

Bomber
Bats Knight Skeleton Barrel Cannon Cart Giant Skeleton
Bats
Knight Skeleton Barrel Giant Skeleton Bomber Clone Cannon Cart
Arrows
Knight Skeleton Barrel Cannon Cart Giant Skeleton
Knight
Bats Skeleton Barrel Bomber Arrows Cannon Cart
Skeleton Barrel
Bats Knight Clone Bomber Arrows Cannon Cart Giant Skeleton
Clone
Skeleton Barrel Giant Skeleton Bats Cannon Cart
Cannon Cart
Bomber Bats Arrows Knight Skeleton Barrel Clone
Giant Skeleton
Bats Clone Bomber Arrows Skeleton Barrel

Defense Synergies 2 8

Bomber
Knight Bats
Bats
Knight Bomber Cannon Cart Giant Skeleton
Arrows
Knight Cannon Cart Giant Skeleton
Knight
Bomber Bats Arrows Cannon Cart
Skeleton Barrel
Clone
Cannon Cart
Bats Arrows Knight Giant Skeleton
Giant Skeleton
Bats Arrows Cannon Cart

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.

Cannon Cart Bomber Knight Skeleton Barrel
Bats Knight Cannon Cart
Bomber Bats Knight Cannon Cart Giant Skeleton
Bats Knight Cannon Cart
Bomber Arrows Giant Skeleton
Arrows Bomber Bats Cannon Cart
Bats Arrows
Arrows Skeleton Barrel Cannon Cart Giant Skeleton
Knight Bomber Cannon Cart Giant Skeleton
Bats Bomber Arrows Knight Cannon Cart Giant Skeleton
Arrows Bats
Bomber Bats Knight Cannon Cart Giant Skeleton
Bomber Bats Arrows Cannon Cart
Knight Cannon Cart
Bomber Bats Arrows Knight Cannon Cart
Arrows Bomber Bats Knight Cannon Cart
Arrows Bomber Bats Knight Cannon Cart Giant Skeleton
Cannon Cart
Bomber Bats Arrows Knight Cannon Cart Giant Skeleton

Counters to secondary win conditions

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

Knight Cannon Cart Giant Skeleton
Bomber Arrows Knight Skeleton Barrel Cannon Cart
Giant Skeleton Bats Knight Cannon Cart
Giant Skeleton Bats Knight Cannon Cart
Giant Skeleton Knight Cannon Cart
Arrows Bats Skeleton Barrel
Bats Knight Cannon Cart Giant Skeleton
Giant Skeleton Knight Cannon Cart
Giant Skeleton Bats Knight Cannon Cart
Bats Knight Cannon Cart Giant Skeleton
Arrows Giant Skeleton
Cannon Cart Giant Skeleton Knight
Bomber Cannon Cart
Bomber Bats Knight Cannon Cart Giant Skeleton
Bats Arrows Bomber Cannon Cart Giant Skeleton
Bomber 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.)

Skeleton Barrel Arrows Knight Giant Skeleton
Arrows Skeleton Barrel
Arrows Skeleton Barrel Cannon Cart Giant Skeleton
Cannon Cart Arrows Knight Skeleton Barrel Giant Skeleton
Bomber Arrows
Arrows Bats Skeleton Barrel
Bomber Arrows
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats
Arrows Knight Skeleton Barrel Cannon Cart
Arrows
Knight Skeleton Barrel Cannon Cart
Arrows Skeleton Barrel Cannon Cart
Arrows Skeleton Barrel Cannon Cart
Bomber Arrows Skeleton Barrel Cannon Cart
Arrows Skeleton Barrel Cannon Cart
Arrows
Bomber Bats
Bomber Arrows Skeleton Barrel
Bomber Arrows Skeleton Barrel
Giant Skeleton
Arrows
Arrows Skeleton Barrel Cannon Cart
Arrows Bomber
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Arrows
Bats Skeleton Barrel
Bomber Arrows
Arrows
Giant Skeleton
Arrows
Skeleton Barrel Bats Cannon Cart
Arrows
Arrows
Knight Cannon Cart
Arrows Bomber Skeleton Barrel
Arrows Giant Skeleton
Cannon Cart
Bats Giant Skeleton
Bats
Skeleton Barrel Cannon Cart Giant Skeleton
Cannon Cart

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