My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
Bad

2 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 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!
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.

Firecracker Magic Archer

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 Firecracker Royal Giant Magic Archer Goblinstein

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage Tornado

Punishments

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

Royal Giant

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.

Royal 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.

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
Skeletons Royal Giant
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon Firecracker Royal Giant
Barbarian Barrel
Skeletons Cannon Firecracker Magic Archer
The Log
Skeletons Cannon Firecracker Royal Giant
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Magic Archer
Fireball
Cannon Firecracker Magic Archer
Poison
Cannon Firecracker Magic Archer
Lightning
Cannon Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Rage Tornado

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

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.

Skeletons Rage Cannon Firecracker Tornado Magic Archer Goblinstein Royal Giant

Shortest cycle

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

9 Skeletons Rage Cannon Firecracker

Attack Synergies 3 3

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
Cannon
Firecracker
Royal Giant Tornado
Royal Giant
Firecracker Tornado Magic Archer
Rage
Tornado
Magic Archer Goblinstein Firecracker Royal Giant
Magic Archer
Tornado Royal Giant
Goblinstein
Tornado

Defense Synergies 2 7

Skeletons
Cannon Firecracker Tornado Magic Archer
Cannon
Skeletons Firecracker Magic Archer
Firecracker
Skeletons Cannon Tornado
Royal Giant
Rage
Tornado
Magic Archer Skeletons Firecracker Goblinstein
Magic Archer
Tornado Skeletons Cannon
Goblinstein
Tornado

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.

Cannon Firecracker Magic Archer
Skeletons Cannon Firecracker
Cannon Tornado Skeletons
Cannon Skeletons Firecracker
Firecracker Tornado
Tornado Skeletons Cannon Firecracker Magic Archer
Tornado Cannon Firecracker Magic Archer
Cannon Magic Archer
Cannon Skeletons Tornado
Tornado Skeletons Cannon Firecracker
Skeletons Cannon Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Cannon Skeletons
Cannon Firecracker Tornado Magic Archer
Cannon
Tornado Cannon Goblinstein
Skeletons Cannon Firecracker Tornado
Cannon Firecracker Tornado Magic Archer
Tornado Cannon Firecracker Magic Archer
Cannon Tornado
Cannon Firecracker
Cannon

Counters to secondary win conditions

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

Skeletons
Firecracker Magic Archer
Skeletons
Tornado
Skeletons Cannon
Firecracker Goblinstein Skeletons Tornado Magic Archer
Skeletons
Goblinstein Skeletons Firecracker Tornado Magic Archer
Skeletons Cannon
Tornado
Skeletons Cannon
Cannon Firecracker Magic Archer
Skeletons Firecracker Tornado Magic Archer Goblinstein
Cannon Firecracker Magic Archer
Cannon

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 Firecracker
Firecracker Tornado Magic Archer
Magic Archer
Firecracker
Firecracker Magic Archer Goblinstein
Firecracker Goblinstein Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado
Tornado
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker
Tornado
Firecracker Magic Archer
Firecracker Tornado Magic Archer
Magic Archer
Tornado
Tornado
Firecracker Tornado Magic Archer Goblinstein
Firecracker Tornado Magic Archer
Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Goblinstein
Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Goblinstein
Firecracker Tornado Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Tornado
Firecracker
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker

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