My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Good
Versatility
Good
F2P score
Godly!

2 problems 1 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 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 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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Firecracker Royal Giant

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

Damage spells

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

Arrows Fireball

Punishments

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

Royal Giant Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Royal Giant Royal Hogs

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 Royal Hogs

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
Skeletons Royal Giant Royal Hogs
Giant Snowball
Skeletons Cannon Royal Hogs
Zap
Skeletons Cannon Firecracker Royal Giant Royal Hogs
Barbarian Barrel
Skeletons Knight Cannon Firecracker Royal Hogs
The Log
Skeletons Cannon Firecracker Royal Giant Royal Hogs
Earthquake
Skeletons Cannon Firecracker Royal Hogs
Arrows
Skeletons Firecracker Royal Hogs
Royal Delivery
Skeletons Knight Firecracker Royal Hogs
Fireball
Cannon Firecracker Royal Hogs
Poison
Cannon Firecracker Royal Hogs
Lightning
Knight Cannon
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball

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.

Arrows Knight

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.

Royal Giant Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Cannon Firecracker Fireball Royal Hogs Royal Giant

Shortest cycle

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

10 Skeletons Arrows Knight Cannon

Attack Synergies 6 5

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.

Skeletons
Arrows
Royal Giant Fireball Royal Hogs Knight
Knight
Firecracker Arrows Fireball Royal Hogs
Cannon
Firecracker
Knight Royal Giant Royal Hogs
Royal Giant
Arrows Firecracker Fireball
Fireball
Arrows Royal Giant Knight Royal Hogs
Royal Hogs
Arrows Knight Firecracker Fireball

Defense Synergies 3 8

Skeletons
Cannon Knight Firecracker
Arrows
Knight Cannon Fireball
Knight
Cannon Firecracker Skeletons Arrows Fireball
Cannon
Skeletons Knight Arrows Firecracker Fireball
Firecracker
Knight Skeletons Cannon
Royal Giant
Fireball
Arrows Knight Cannon
Royal Hogs

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 Cannon Firecracker Fireball
Skeletons Knight Cannon Firecracker
Cannon Skeletons Knight
Cannon Skeletons Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball Skeletons Cannon Firecracker
Arrows Cannon Firecracker Fireball
Arrows Cannon Fireball
Cannon Skeletons
Knight Skeletons Cannon Firecracker
Skeletons Arrows Knight Cannon Firecracker Fireball
Arrows Firecracker Fireball
Cannon Skeletons Knight Fireball
Fireball Arrows Cannon Firecracker
Knight Cannon
Cannon Fireball
Skeletons Arrows Knight Cannon Firecracker Fireball
Arrows Cannon Fireball Knight Firecracker
Arrows Knight Cannon Firecracker Fireball
Cannon
Arrows Knight Cannon Firecracker Fireball

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Arrows Knight Firecracker
Skeletons Knight
Knight Fireball
Skeletons Knight Cannon
Arrows Firecracker Fireball Skeletons
Skeletons Knight Fireball
Knight
Skeletons Knight Firecracker Fireball
Skeletons Cannon
Knight
Arrows Fireball
Skeletons Knight Cannon Fireball
Cannon Firecracker Fireball
Skeletons Knight Firecracker Fireball
Arrows Cannon Firecracker Fireball
Arrows Cannon Fireball

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.)

Fireball Arrows Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Arrows Knight Firecracker Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Arrows Firecracker
Arrows Fireball Firecracker
Arrows Fireball Firecracker
Fireball
Firecracker Arrows Knight Fireball
Fireball Arrows Firecracker
Knight Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fireball Arrows
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Firecracker Fireball
Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fireball
Fireball Arrows Firecracker
Arrows Fireball
Fireball Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Fireball Firecracker

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