My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Bad
F2P score
Bad

3 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

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 Baby Dragon Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage Tornado Freeze

Punishments

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

Balloon

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 Baby Dragon Balloon

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 Balloon

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 Balloon
Giant Snowball
Bomber Baby Dragon Balloon
Zap
Bomber Balloon
Barbarian Barrel
Electro Spirit Bomber Knight
The Log
Electro Spirit Bomber
Earthquake
Bomber
Arrows
Electro Spirit Bomber
Royal Delivery
Electro Spirit Bomber Knight Baby Dragon Balloon
Fireball
Bomber Baby Dragon Balloon
Poison
Bomber Balloon
Lightning
Knight Baby Dragon Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Tornado Baby Dragon Freeze

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 Rage Tornado Baby Dragon Freeze

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Rage Knight Tornado Baby Dragon Freeze Balloon

Shortest cycle

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

8 Electro Spirit Bomber Rage Knight

Attack Synergies 5 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.

Electro Spirit
Balloon
Bomber
Knight Baby Dragon
Knight
Baby Dragon Balloon Bomber
Rage
Balloon
Tornado
Baby Dragon Freeze Balloon
Baby Dragon
Knight Tornado Bomber Balloon
Freeze
Balloon Tornado
Balloon
Knight Rage Freeze Electro Spirit Tornado Baby Dragon

Defense Synergies 1 5

Electro Spirit
Baby Dragon
Bomber
Knight Tornado
Knight
Bomber Tornado Baby Dragon
Rage
Tornado
Bomber Knight Baby Dragon
Baby Dragon
Electro Spirit Knight Tornado
Freeze
Balloon

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 Baby Dragon
Knight
Tornado Bomber Knight Freeze
Knight
Bomber Tornado
Tornado Freeze Electro Spirit Bomber Baby Dragon
Tornado Electro Spirit Baby Dragon Freeze
Electro Spirit Baby Dragon
Tornado
Knight Tornado Bomber
Electro Spirit Bomber Knight Tornado Baby Dragon Freeze
Tornado Baby Dragon
Bomber Knight Freeze
Bomber Electro Spirit Tornado Baby Dragon Freeze
Knight
Tornado Freeze
Bomber Knight Tornado
Electro Spirit Bomber Knight Tornado Baby Dragon
Tornado Baby Dragon Freeze Electro Spirit Bomber Knight
Tornado
Bomber Electro Spirit Knight Baby Dragon

Counters to secondary win conditions

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

Knight
Bomber Knight Baby Dragon
Knight
Knight Tornado
Knight
Electro Spirit Tornado Baby Dragon Freeze
Knight
Knight
Freeze Electro Spirit Knight Tornado Baby Dragon
Knight
Tornado
Knight
Bomber Baby Dragon
Electro Spirit Bomber Knight Tornado Baby Dragon Freeze
Electro Spirit Bomber Baby Dragon Freeze
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.)

Knight Baby Dragon Freeze
Tornado Baby Dragon
Baby Dragon
Knight Freeze
Bomber Baby Dragon
Electro Spirit Tornado Baby Dragon Freeze
Bomber Tornado Baby Dragon
Tornado Baby Dragon Freeze
Tornado
Tornado
Knight Tornado
Tornado Baby Dragon
Knight Baby Dragon
Baby Dragon Freeze
Baby Dragon
Bomber Baby Dragon
Baby Dragon
Tornado Freeze
Bomber
Bomber Baby Dragon
Bomber Tornado Baby Dragon
Baby Dragon
Tornado
Tornado
Baby Dragon
Tornado Freeze Electro Spirit Bomber Baby Dragon
Tornado Baby Dragon
Tornado Baby Dragon
Tornado Baby Dragon
Tornado Baby Dragon
Electro Spirit Freeze
Bomber
Electro Spirit Freeze
Electro Spirit Freeze
Tornado Baby Dragon
Freeze
Knight Baby Dragon
Bomber Baby Dragon
Tornado
Electro Spirit Tornado Baby Dragon Freeze
Tornado
Tornado Baby Dragon Freeze

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