My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Dart Goblin

Defensive buildings

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

Bomb Tower

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 Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows

Punishments

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

Wall Breakers 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.

Electro Spirit Knight Dart Goblin Wall Breakers 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.

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 Wall Breakers
Giant Snowball
Skeletons Dart Goblin Wall Breakers
Zap
Skeletons Dart Goblin Wall Breakers
Barbarian Barrel
Skeletons Electro Spirit Knight Dart Goblin Bomb Tower Wall Breakers
The Log
Skeletons Electro Spirit Dart Goblin Wall Breakers
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons Electro Spirit Dart Goblin Wall Breakers
Royal Delivery
Skeletons Electro Spirit Knight Dart Goblin Wall Breakers
Fireball
Dart Goblin Bomb Tower Wall Breakers
Poison
Dart Goblin Bomb Tower
Lightning
Knight Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Bomb Tower 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.

Electro Spirit Arrows Knight Mega Knight

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.

Dart Goblin

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 Wall Breakers Arrows Knight Dart Goblin Bomb Tower Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Wall Breakers Arrows

Attack Synergies 2 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
Wall Breakers
Arrows
Knight Wall Breakers Mega Knight
Knight
Dart Goblin Wall Breakers Arrows
Dart Goblin
Knight Wall Breakers Mega Knight
Bomb Tower
Wall Breakers
Knight Electro Spirit Arrows Dart Goblin Mega Knight
Mega Knight
Arrows Dart Goblin Wall Breakers

Defense Synergies 4 7

Skeletons
Dart Goblin Electro Spirit Knight Bomb Tower
Electro Spirit
Skeletons
Arrows
Mega Knight Knight Bomb Tower
Knight
Dart Goblin Bomb Tower Skeletons Arrows
Dart Goblin
Skeletons Knight Bomb Tower Mega Knight
Bomb Tower
Knight Skeletons Arrows Dart Goblin
Wall Breakers
Mega Knight
Arrows Dart Goblin

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 Dart Goblin
Bomb Tower Skeletons Knight Dart Goblin Mega Knight
Bomb Tower Mega Knight Skeletons Knight Dart Goblin
Bomb Tower Skeletons Knight Dart Goblin Mega Knight
Arrows Bomb Tower Mega Knight
Arrows Skeletons Electro Spirit Dart Goblin Bomb Tower Mega Knight
Dart Goblin Electro Spirit Arrows Bomb Tower
Electro Spirit Arrows Dart Goblin Bomb Tower Mega Knight
Skeletons Bomb Tower
Knight Skeletons Dart Goblin Mega Knight
Dart Goblin Skeletons Electro Spirit Arrows Knight Bomb Tower Mega Knight
Arrows Dart Goblin
Bomb Tower Mega Knight Skeletons Knight
Bomb Tower Mega Knight Electro Spirit Arrows Dart Goblin
Knight Bomb Tower Mega Knight
Bomb Tower Mega Knight
Bomb Tower Mega Knight Skeletons Arrows Knight
Arrows Bomb Tower Mega Knight Electro Spirit Knight Dart Goblin
Arrows Bomb Tower Electro Spirit Knight Dart Goblin Mega Knight
Dart Goblin Bomb Tower
Mega Knight Electro Spirit Arrows Knight Dart Goblin Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Knight Mega Knight Skeletons
Arrows Knight Bomb Tower Mega Knight
Mega Knight Skeletons Knight Bomb Tower
Mega Knight Knight
Skeletons Knight Mega Knight
Arrows Skeletons Electro Spirit Dart Goblin Bomb Tower
Skeletons Knight Dart Goblin Bomb Tower
Mega Knight Knight Bomb Tower
Mega Knight Skeletons Electro Spirit Knight Bomb Tower
Skeletons Dart Goblin
Mega Knight Knight Dart Goblin Bomb Tower
Mega Knight Arrows
Mega Knight Skeletons Knight Bomb Tower
Dart Goblin Bomb Tower Mega Knight
Skeletons Electro Spirit Knight Dart Goblin Bomb Tower
Arrows Mega Knight Electro Spirit Dart Goblin Bomb Tower
Electro Spirit Arrows Bomb Tower

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.)

Arrows Knight Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Knight Dart Goblin
Arrows Mega Knight
Arrows Electro Spirit Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Knight Dart Goblin
Arrows Dart Goblin
Knight Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Mega Knight
Arrows
Arrows Dart Goblin Mega Knight
Arrows Dart Goblin Mega Knight
Mega Knight
Arrows
Arrows
Arrows Electro Spirit Mega Knight
Arrows Dart Goblin
Arrows Mega Knight
Arrows Dart Goblin
Arrows Dart Goblin
Electro Spirit Dart Goblin
Arrows Dart Goblin Mega Knight
Electro Spirit Arrows
Mega Knight
Arrows
Electro Spirit Dart Goblin
Arrows Dart Goblin
Arrows
Knight Dart Goblin Mega Knight
Arrows Dart Goblin
Arrows
Dart Goblin Mega Knight
Electro Spirit Dart Goblin
Dart Goblin
Dart Goblin Mega Knight
Dart Goblin Mega Knight

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