My Best Clash Royale Deck

Deck Check Rating

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

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Tesla Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla Goblin Hut

Investments

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

Skeletons Archers Knight Tesla Goblin Hut

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball The Log

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.

Electro Spirit 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.

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
Skeletons Archers
Giant Snowball
Skeletons Archers Goblin Hut
Zap
Skeletons Archers Goblin Hut
Barbarian Barrel
Skeletons Electro Spirit Archers Knight Tesla Goblin Hut
The Log
Skeletons Electro Spirit Archers Goblin Hut
Earthquake
Skeletons Archers Tesla Goblin Hut
Arrows
Skeletons Electro Spirit Archers Goblin Hut
Royal Delivery
Skeletons Electro Spirit Archers Knight Goblin Hut
Fireball
Archers Tesla Goblin Hut
Poison
Archers Goblin Hut
Lightning
Knight Tesla Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball The Log

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

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit The Log Archers Knight Tesla Fireball Goblin Hut

Shortest cycle

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

7 Skeletons Electro Spirit The Log Archers

Attack Synergies 1 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.

Skeletons
Electro Spirit
Fireball
Archers
Knight Goblin Hut
Knight
Archers Fireball Goblin Hut The Log
Tesla
Fireball
Electro Spirit Knight The Log
Goblin Hut
Archers Knight The Log
The Log
Knight Fireball Goblin Hut

Defense Synergies 5 14

Skeletons
Tesla Electro Spirit Archers Knight Goblin Hut The Log
Electro Spirit
Skeletons The Log
Archers
Knight Skeletons Tesla Goblin Hut The Log
Knight
Archers Tesla Skeletons Fireball Goblin Hut The Log
Tesla
Skeletons Knight The Log Archers Fireball
Fireball
The Log Knight Tesla Goblin Hut
Goblin Hut
Skeletons Archers Knight Fireball
The Log
Tesla Fireball Skeletons Electro Spirit Archers Knight

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 Tesla Fireball Goblin Hut The Log
Skeletons Knight Tesla Goblin Hut The Log
Tesla Goblin Hut Skeletons Archers Knight
Tesla Goblin Hut Skeletons Knight
Fireball The Log
Fireball The Log Skeletons Electro Spirit Archers Tesla
Tesla Electro Spirit Archers Fireball Goblin Hut
Electro Spirit Tesla Fireball The Log
Tesla Skeletons Goblin Hut
Knight Skeletons Archers Tesla
Archers Skeletons Electro Spirit Knight Tesla Fireball Goblin Hut The Log
Tesla Archers Fireball Goblin Hut
Tesla Goblin Hut Skeletons Knight Fireball The Log
Fireball Electro Spirit Tesla Goblin Hut The Log
Knight Tesla Goblin Hut
Tesla Fireball Goblin Hut The Log
Tesla Skeletons Knight Fireball Goblin Hut
Tesla Fireball Electro Spirit Archers Knight Goblin Hut The Log
The Log Electro Spirit Archers Knight Tesla Fireball Goblin Hut
Tesla Goblin Hut
Electro Spirit Archers Knight Tesla Fireball The Log
Tesla

Counters to secondary win conditions

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

Knight Skeletons Archers Tesla Fireball Goblin Hut
Fireball Archers Knight Tesla The Log
Skeletons Knight Goblin Hut The Log
Knight Tesla Fireball The Log
Skeletons Knight Tesla Goblin Hut
Fireball Skeletons Electro Spirit Archers Tesla Goblin Hut
Skeletons Archers Knight Tesla Fireball Goblin Hut
Knight Tesla
Skeletons Electro Spirit Knight Fireball Goblin Hut The Log
Skeletons Tesla Goblin Hut
Knight Tesla Goblin Hut
Fireball The Log
Skeletons Knight Tesla Fireball
Archers Tesla Fireball
Tesla Goblin Hut Skeletons Electro Spirit Archers Knight Fireball The Log
Electro Spirit Archers Tesla Fireball Goblin Hut The Log
Electro Spirit Fireball Goblin Hut

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 Knight The Log
Fireball The Log
Fireball Goblin Hut The Log
Knight Fireball The Log
Fireball The Log
Fireball Electro Spirit
Archers The Log
Fireball The Log
Fireball The Log
Fireball
Knight Fireball The Log
Fireball Archers
Knight Fireball Goblin Hut The Log
Fireball
Fireball Goblin Hut The Log
Fireball Goblin Hut The Log
Fireball Goblin Hut The Log
Fireball
Archers Fireball The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Electro Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Archers Fireball
Electro Spirit Fireball Goblin Hut
Fireball
Fireball The Log
Electro Spirit Fireball
Fireball The Log
Electro Spirit Archers Fireball Goblin Hut
Fireball Archers
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
Electro Spirit Fireball The Log
Fireball
Fireball The Log
Fireball

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