My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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 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

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 Bandit Lumberjack Mega Knight Goblinstein

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.

Missing

Punishments

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

Bandit Lumberjack 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 Rune Giant Bandit Lumberjack Mega 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 Bandit Lumberjack

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
Bandit
Giant Snowball
Lumberjack
Zap
Firecracker Bandit
Barbarian Barrel
Knight Firecracker Bandit Lumberjack
The Log
Firecracker Bandit Lumberjack
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Bandit Lumberjack
Fireball
Firecracker Bandit Lumberjack
Poison
Firecracker
Lightning
Knight Bandit Lumberjack Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Rune 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Knight Firecracker Bandit Rune Giant Lumberjack Goblinstein Mega Knight

Shortest cycle

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

11 Berserker Knight Firecracker Bandit

Attack Synergies 3 7

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.

Berserker
Rune Giant
Knight
Firecracker Lumberjack
Firecracker
Knight Bandit Lumberjack Mega Knight
Rune Giant
Berserker Lumberjack
Bandit
Firecracker Lumberjack Mega Knight
Lumberjack
Rune Giant Knight Firecracker Bandit Mega Knight
Mega Knight
Firecracker Bandit Lumberjack
Goblinstein

Defense Synergies 1 6

Berserker
Knight
Firecracker Lumberjack
Firecracker
Knight Bandit Lumberjack Mega Knight
Rune Giant
Bandit
Firecracker Lumberjack Mega Knight
Lumberjack
Knight Firecracker Bandit
Mega Knight
Firecracker Bandit
Goblinstein

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.

Knight Firecracker
Lumberjack Knight Firecracker Bandit Mega Knight
Lumberjack Mega Knight Knight Bandit
Lumberjack Knight Firecracker Bandit Mega Knight
Firecracker Lumberjack Mega Knight
Firecracker Bandit Lumberjack Mega Knight
Firecracker
Bandit Mega Knight
Lumberjack
Knight Firecracker Bandit Lumberjack Mega Knight
Berserker Knight Firecracker Bandit Lumberjack Mega Knight
Firecracker
Lumberjack Mega Knight Knight Bandit
Mega Knight Firecracker Lumberjack
Knight Bandit Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Goblinstein
Mega Knight Knight Firecracker Lumberjack
Mega Knight Knight Firecracker Bandit Lumberjack
Knight Firecracker Bandit Lumberjack Mega Knight
Lumberjack
Mega Knight Knight Firecracker Bandit Lumberjack
Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Mega Knight Bandit
Bandit Knight Firecracker Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Knight
Lumberjack Mega Knight Knight Bandit
Knight Bandit Lumberjack Mega Knight
Firecracker Goblinstein
Knight Bandit Lumberjack
Mega Knight Knight Lumberjack
Mega Knight Goblinstein Knight Firecracker Bandit
Mega Knight Knight Lumberjack
Mega Knight
Mega Knight Knight Bandit Lumberjack
Firecracker Mega Knight
Knight Firecracker Lumberjack Goblinstein
Mega Knight Firecracker

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 Bandit
Firecracker Bandit
Bandit
Knight Firecracker
Firecracker Mega Knight Goblinstein
Firecracker Goblinstein
Firecracker
Firecracker
Firecracker Bandit
Lumberjack
Firecracker Knight Bandit
Firecracker
Knight Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit Mega Knight
Firecracker Bandit Mega Knight
Firecracker Mega Knight
Mega Knight
Firecracker Mega Knight Goblinstein
Firecracker Bandit
Bandit Mega Knight
Firecracker Bandit
Firecracker
Firecracker Goblinstein
Bandit Mega Knight
Firecracker
Mega Knight
Firecracker
Bandit Goblinstein
Firecracker
Knight Firecracker Lumberjack Mega Knight
Firecracker
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker Bandit Mega Knight
Firecracker Mega Knight

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