My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Firecracker

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 Knight Firecracker Goblin Demolisher

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.

Rage

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

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 Goblin Demolisher Skeleton Army Clone
Giant Snowball
Bomber Skeleton Army Clone
Zap
Bomber Firecracker Skeleton Army Clone
Barbarian Barrel
Bomber Knight Firecracker Skeleton Army Clone
The Log
Bomber Firecracker Goblin Demolisher Skeleton Army Clone
Earthquake
Bomber Firecracker Skeleton Army Clone
Arrows
Bomber Firecracker Skeleton Army Clone
Royal Delivery
Bomber Knight Firecracker Goblin Demolisher Skeleton Army Clone
Fireball
Bomber Firecracker Skeleton Army Clone
Poison
Bomber Firecracker Skeleton Army Clone
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Goblin Demolisher

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Goblin Demolisher Rage Skeleton Army Clone

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.

Skeleton Army

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.

Mirror Bomber Rage Knight Firecracker Skeleton Army Clone Goblin Demolisher

Shortest cycle

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

7 Mirror Bomber Rage Knight

Attack Synergies 2 4

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
Knight
Firecracker Bomber Goblin Demolisher
Firecracker
Knight Mirror
Goblin Demolisher
Knight
Mirror
Firecracker Skeleton Army
Rage
Skeleton Army
Clone Mirror
Clone
Skeleton Army

Defense Synergies 4 3

Bomber
Knight
Knight
Bomber Firecracker Goblin Demolisher Skeleton Army
Firecracker
Knight Mirror Skeleton Army
Goblin Demolisher
Knight
Mirror
Skeleton Army Firecracker
Rage
Skeleton Army
Mirror Knight Firecracker
Clone

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 Goblin Demolisher
Skeleton Army Knight Firecracker
Skeleton Army Bomber Knight
Skeleton Army Knight Firecracker
Bomber Firecracker Goblin Demolisher Skeleton Army
Skeleton Army Bomber Firecracker Goblin Demolisher
Firecracker
Skeleton Army
Knight Skeleton Army Bomber Firecracker
Skeleton Army Bomber Knight Firecracker Goblin Demolisher
Firecracker
Skeleton Army Bomber Knight
Bomber Skeleton Army Firecracker Goblin Demolisher
Skeleton Army Knight
Skeleton Army
Bomber Knight Firecracker Skeleton Army
Bomber Knight Firecracker Goblin Demolisher Skeleton Army
Bomber Knight Firecracker Goblin Demolisher
Bomber Goblin Demolisher Skeleton Army Knight Firecracker

Counters to secondary win conditions

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

Knight Skeleton Army
Bomber Knight Firecracker
Skeleton Army Knight
Skeleton Army Knight
Knight Skeleton Army
Firecracker Goblin Demolisher
Skeleton Army Knight
Knight Skeleton Army
Knight Firecracker Skeleton Army
Skeleton Army
Knight
Skeleton Army
Skeleton Army Knight
Bomber Firecracker Goblin Demolisher Skeleton Army
Skeleton Army Bomber Knight Firecracker
Bomber Firecracker
Bomber

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 Goblin Demolisher
Firecracker
Bomber Firecracker Goblin Demolisher
Firecracker Goblin Demolisher
Firecracker
Firecracker Knight
Firecracker
Knight Firecracker
Firecracker
Firecracker
Bomber Firecracker Goblin Demolisher
Firecracker Goblin Demolisher
Bomber
Bomber Firecracker Goblin Demolisher
Bomber Firecracker Goblin Demolisher
Firecracker Goblin Demolisher Bomber
Firecracker
Firecracker
Firecracker
Firecracker
Bomber
Firecracker
Firecracker
Skeleton Army
Firecracker
Knight Firecracker
Bomber Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker

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