My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Hunter

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 Archers Rune Giant Hunter

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.

Goblin Curse 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.

Electro Spirit Rune Giant

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

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 Archers Goblin Curse
Giant Snowball
Bomber Archers Goblin Curse
Zap
Bomber Archers Goblin Curse
Barbarian Barrel
Electro Spirit Bomber Archers Goblin Curse Hunter
The Log
Electro Spirit Bomber Archers Goblin Curse Hunter
Earthquake
Bomber Archers
Arrows
Electro Spirit Bomber Archers Goblin Curse
Royal Delivery
Electro Spirit Bomber Archers Hunter
Fireball
Bomber Archers Hunter
Poison
Bomber Archers Goblin Curse Hunter
Lightning
Hunter
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Hunter

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 Goblin Curse Rage Rune 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Berserker Goblin Curse Rage Archers Rune Giant Hunter

Shortest cycle

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

7 Electro Spirit Bomber Berserker Goblin Curse

Attack Synergies 0 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.

Electro Spirit
Goblin Curse
Bomber
Goblin Curse
Berserker
Archers
Rune Giant
Goblin Curse
Electro Spirit Bomber
Rage
Rune Giant
Archers Hunter
Hunter
Rune Giant

Defense Synergies 0 1

Electro Spirit
Hunter
Bomber
Berserker
Archers
Goblin Curse
Rage
Rune Giant
Hunter
Electro Spirit

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
Hunter Goblin Curse
Hunter Bomber Archers Goblin Curse
Hunter Goblin Curse
Bomber
Electro Spirit Bomber Archers Hunter
Hunter Electro Spirit Archers Goblin Curse
Electro Spirit
Hunter Goblin Curse
Bomber Archers Hunter
Archers Goblin Curse Electro Spirit Bomber Hunter
Hunter Archers Goblin Curse
Hunter Bomber Goblin Curse
Bomber Electro Spirit Goblin Curse Hunter
Goblin Curse Hunter
Goblin Curse Hunter
Bomber Hunter
Electro Spirit Bomber Archers Hunter
Hunter Electro Spirit Bomber Archers Goblin Curse
Goblin Curse Hunter
Bomber Electro Spirit Archers Goblin Curse Hunter
Hunter

Counters to secondary win conditions

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

Archers
Bomber Archers Hunter
Hunter
Hunter
Goblin Curse Hunter
Electro Spirit Archers Goblin Curse Hunter
Archers Hunter
Goblin Curse Hunter
Electro Spirit
Goblin Curse
Hunter
Goblin Curse Hunter
Bomber Archers Goblin Curse
Electro Spirit Bomber Archers Hunter
Electro Spirit Bomber Archers Goblin Curse Hunter
Electro Spirit 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.)

Goblin Curse
Bomber Goblin Curse
Electro Spirit Goblin Curse Hunter
Bomber Archers
Goblin Curse Hunter
Archers Goblin Curse
Hunter
Bomber Hunter
Bomber
Bomber Archers Hunter
Bomber Goblin Curse
Goblin Curse Electro Spirit Bomber Hunter
Hunter
Goblin Curse
Archers Goblin Curse Hunter
Electro Spirit
Bomber Hunter
Electro Spirit
Goblin Curse
Electro Spirit Archers
Archers Goblin Curse Hunter
Hunter
Bomber
Electro Spirit

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