My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Firecracker Rune Giant Bowler Magic Archer

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

The Log

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.

Electro Spirit Knight Rune Giant 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.

Electro Spirit Firecracker 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
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Electro Spirit Knight Firecracker Magic Archer
The Log
Electro Spirit Firecracker
Earthquake
Firecracker
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Knight Firecracker Bowler Magic Archer
Fireball
Firecracker Bowler Magic Archer
Poison
Firecracker Magic Archer
Lightning
Knight Bowler Magic Archer
Rocket
Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Bowler The Log 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.

Electro Spirit Knight Rune Giant Bowler

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.

Electro Spirit Berserker The Log Knight Firecracker Rune Giant Magic Archer Bowler

Shortest cycle

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

8 Electro Spirit Berserker The Log Knight

Attack Synergies 2 8

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.

Electro Spirit
Bowler
Berserker
Rune Giant
Knight
Firecracker The Log Magic Archer
Firecracker
Knight Bowler
Rune Giant
Berserker Magic Archer
Bowler
Electro Spirit Firecracker The Log Magic Archer
The Log
Knight Bowler Magic Archer
Magic Archer
Knight Rune Giant Bowler The Log

Defense Synergies 4 4

Electro Spirit
The Log
Berserker
Knight
Firecracker Magic Archer Bowler The Log
Firecracker
Knight The Log
Rune Giant
Bowler
The Log Knight
The Log
Firecracker Bowler Electro Spirit Knight Magic Archer
Magic Archer
Knight The Log

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.

Bowler Knight Firecracker The Log Magic Archer
Knight Firecracker The Log
Bowler Knight
Knight Firecracker Bowler
Firecracker Bowler The Log
Bowler The Log Electro Spirit Firecracker Magic Archer
Electro Spirit Firecracker Magic Archer
Bowler Electro Spirit The Log Magic Archer
Knight Firecracker Bowler
Berserker Electro Spirit Knight Firecracker Bowler The Log Magic Archer
Firecracker Magic Archer
Bowler Knight The Log
Bowler Electro Spirit Firecracker The Log Magic Archer
Knight
Bowler The Log
Knight Firecracker Bowler
Electro Spirit Knight Firecracker Bowler The Log Magic Archer
The Log Electro Spirit Knight Firecracker Bowler Magic Archer
Bowler Electro Spirit Knight Firecracker The Log

Counters to secondary win conditions

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

Knight Bowler
Knight Firecracker Bowler The Log Magic Archer
Knight Bowler The Log
Bowler Knight The Log
Knight Bowler
Firecracker Electro Spirit Magic Archer
Knight Bowler
Knight
Electro Spirit Knight Firecracker The Log Magic Archer
Knight Bowler
Bowler The Log
Bowler Knight
Firecracker Bowler Magic Archer
Electro Spirit Knight Firecracker Bowler The Log Magic Archer
Bowler Electro Spirit Firecracker The Log Magic Archer
Electro Spirit

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.)

Magic Archer Knight Firecracker The Log
Firecracker Bowler The Log Magic Archer
The Log Magic Archer
Knight Firecracker The Log
Firecracker Bowler The Log Magic Archer
Firecracker Electro Spirit Magic Archer
Firecracker Bowler The Log Magic Archer
The Log Firecracker Bowler Magic Archer
The Log Firecracker
Bowler
Firecracker Knight Bowler The Log Magic Archer
Firecracker Magic Archer
Knight Firecracker Bowler The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker Bowler The Log Magic Archer
Magic Archer Firecracker Bowler The Log
Firecracker Bowler The Log Magic Archer
Firecracker Bowler The Log Magic Archer
Bowler The Log Magic Archer
Bowler The Log
The Log
Firecracker The Log Electro Spirit Bowler Magic Archer
Firecracker The Log Bowler Magic Archer
Bowler The Log Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Electro Spirit Firecracker
Bowler
The Log Magic Archer
Electro Spirit Firecracker Magic Archer
Firecracker Bowler The Log Magic Archer
Electro Spirit Magic Archer
Firecracker Magic Archer
The Log
Knight Firecracker Bowler Magic Archer
The Log Firecracker Bowler Magic Archer
Firecracker
Electro Spirit Firecracker Bowler The Log Magic Archer
Firecracker Magic Archer
Firecracker Bowler The Log Magic Archer
Firecracker Bowler

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