My Best Clash Royale Deck

Deck Check Rating

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

2 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Firecracker Inferno Tower Archer Queen

Defensive buildings

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

Tombstone Inferno Tower

Investments

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

Bomber Knight Firecracker Tombstone Electro Giant Mega Knight Archer Queen

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

Punishments

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

Electro Giant Mega Knight

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 Electro Giant Mega Knight Archer Queen

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

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
Giant Snowball
Bomber Tombstone
Zap
Bomber Firecracker Tombstone Inferno Tower
Barbarian Barrel
Bomber Knight Firecracker Tombstone Inferno Tower
The Log
Bomber Firecracker Tombstone
Earthquake
Bomber Firecracker Tombstone Inferno Tower
Arrows
Bomber Firecracker Tombstone
Royal Delivery
Bomber Knight Firecracker
Fireball
Bomber Firecracker Tombstone Inferno Tower
Poison
Bomber Firecracker Tombstone Inferno Tower
Lightning
Knight Tombstone Inferno Tower Archer Queen
Rocket
Inferno Tower Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Electro Giant Mega Knight

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.

Knight Tombstone Inferno Tower Electro Giant Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Knight Firecracker Tombstone Inferno Tower Archer Queen Electro Giant Mega Knight

Shortest cycle

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

11 Bomber Knight Firecracker Tombstone

Attack Synergies 1 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.

Bomber
Knight Mega Knight
Knight
Firecracker Bomber Archer Queen
Firecracker
Knight Mega Knight
Tombstone
Inferno Tower
Electro Giant
Archer Queen
Mega Knight
Bomber Firecracker Archer Queen
Archer Queen
Knight Electro Giant Mega Knight

Defense Synergies 4 7

Bomber
Knight Tombstone Electro Giant
Knight
Bomber Firecracker Inferno Tower Archer Queen
Firecracker
Knight Tombstone Inferno Tower Mega Knight
Tombstone
Bomber Firecracker Archer Queen
Inferno Tower
Knight Firecracker Mega Knight
Electro Giant
Bomber
Mega Knight
Firecracker Inferno Tower
Archer Queen
Knight Tombstone

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.

Bomber Knight Firecracker Tombstone Inferno Tower
Inferno Tower Knight Firecracker Tombstone Mega Knight
Inferno Tower Mega Knight Bomber Knight Tombstone
Inferno Tower Knight Firecracker Tombstone Mega Knight
Bomber Firecracker Tombstone Mega Knight
Bomber Firecracker Mega Knight
Inferno Tower Firecracker Tombstone
Inferno Tower Electro Giant Mega Knight
Inferno Tower Tombstone Archer Queen
Knight Bomber Firecracker Inferno Tower Mega Knight
Bomber Knight Firecracker Tombstone Electro Giant Mega Knight
Inferno Tower Firecracker
Tombstone Inferno Tower Mega Knight Bomber Knight
Bomber Mega Knight Firecracker Tombstone
Inferno Tower Knight Tombstone Mega Knight
Inferno Tower Electro Giant Mega Knight
Mega Knight Bomber Knight Firecracker Tombstone Inferno Tower
Tombstone Mega Knight Bomber Knight Firecracker
Bomber Knight Firecracker Tombstone Mega Knight
Inferno Tower
Bomber Mega Knight Knight Firecracker Electro Giant

Counters to secondary win conditions

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

Knight Mega Knight Tombstone Inferno Tower Electro Giant
Bomber Knight Firecracker Mega Knight
Tombstone Mega Knight Knight Inferno Tower
Mega Knight Knight Inferno Tower
Inferno Tower Knight Tombstone Mega Knight
Firecracker Electro Giant
Knight Tombstone Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Knight Firecracker Tombstone Inferno Tower
Inferno Tower Tombstone
Mega Knight Knight Tombstone Inferno Tower
Mega Knight Electro Giant Archer Queen
Mega Knight Knight Tombstone Inferno Tower
Bomber Firecracker Electro Giant Mega Knight
Tombstone Inferno Tower Electro Giant Bomber Knight Firecracker Archer Queen
Mega Knight Bomber Firecracker Inferno Tower Electro Giant Archer Queen
Bomber Tombstone Inferno 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.)

Knight Firecracker
Firecracker
Knight Firecracker
Bomber Firecracker Mega Knight
Firecracker Electro Giant
Bomber Firecracker
Firecracker
Firecracker
Firecracker Knight
Firecracker Archer Queen
Knight Firecracker
Firecracker
Firecracker
Bomber Firecracker
Firecracker Mega Knight
Bomber
Bomber Firecracker Mega Knight
Bomber Firecracker Electro Giant Mega Knight
Mega Knight
Firecracker Electro Giant Bomber Mega Knight
Firecracker
Mega Knight
Firecracker
Firecracker Electro Giant
Firecracker Electro Giant
Bomber Mega Knight
Firecracker
Mega Knight
Firecracker
Tombstone
Firecracker Archer Queen
Knight Firecracker Mega Knight
Bomber Firecracker
Electro Giant Archer Queen
Firecracker Mega Knight Archer Queen
Electro Giant Firecracker Archer Queen
Firecracker Archer Queen
Firecracker Electro Giant Mega Knight Archer Queen
Firecracker Mega Knight

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