My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions 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.

Skeletons Knight Firecracker

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.

Elite Barbarians Wall Breakers

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 Elite Barbarians Wall Breakers

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 Firecracker Elite Barbarians

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 Minions Elite Barbarians Wall Breakers
Giant Snowball
Skeletons Minions Wall Breakers
Zap
Skeletons Minions Firecracker Wall Breakers
Barbarian Barrel
Skeletons Electro Spirit Knight Firecracker Elite Barbarians Wall Breakers
The Log
Skeletons Electro Spirit Firecracker Elite Barbarians Wall Breakers
Earthquake
Skeletons Firecracker
Arrows
Skeletons Electro Spirit Minions Firecracker Wall Breakers
Royal Delivery
Skeletons Electro Spirit Knight Minions Firecracker Elite Barbarians Wall Breakers
Fireball
Minions Firecracker Elite Barbarians Wall Breakers
Poison
Minions Firecracker
Lightning
Knight Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker

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

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.

Elite Barbarians

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.

Minions

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 Electro Spirit Wall Breakers Arrows Knight Minions Firecracker Elite Barbarians

Shortest cycle

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

7 Skeletons Electro Spirit Wall Breakers Arrows

Attack Synergies 4 10

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
Elite Barbarians Wall Breakers
Arrows
Elite Barbarians Knight Wall Breakers
Knight
Minions Firecracker Wall Breakers Arrows Elite Barbarians
Minions
Knight Firecracker Elite Barbarians Wall Breakers
Firecracker
Knight Minions Elite Barbarians Wall Breakers
Elite Barbarians
Arrows Electro Spirit Knight Minions Firecracker
Wall Breakers
Knight Electro Spirit Arrows Minions Firecracker

Defense Synergies 2 7

Skeletons
Electro Spirit Knight Minions Firecracker Elite Barbarians
Electro Spirit
Skeletons
Arrows
Knight
Knight
Minions Firecracker Skeletons Arrows
Minions
Knight Skeletons Firecracker
Firecracker
Knight Skeletons Minions
Elite Barbarians
Skeletons
Wall Breakers

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 Minions Firecracker
Elite Barbarians Skeletons Knight Minions Firecracker
Skeletons Knight Minions Elite Barbarians
Elite Barbarians Skeletons Knight Minions Firecracker
Arrows Firecracker Elite Barbarians
Arrows Skeletons Electro Spirit Minions Firecracker
Minions Electro Spirit Arrows Firecracker
Electro Spirit Arrows
Skeletons Minions Elite Barbarians
Knight Elite Barbarians Skeletons Firecracker
Minions Skeletons Electro Spirit Arrows Knight Firecracker
Arrows Minions Firecracker
Skeletons Knight Minions Elite Barbarians
Electro Spirit Arrows Minions Firecracker
Elite Barbarians Knight
Elite Barbarians
Skeletons Arrows Knight Minions Firecracker Elite Barbarians
Arrows Electro Spirit Knight Minions Firecracker Elite Barbarians
Arrows Electro Spirit Knight Minions Firecracker
Elite Barbarians
Electro Spirit Arrows Knight Minions Firecracker Elite Barbarians

Counters to secondary win conditions

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

Knight Skeletons Elite Barbarians
Arrows Knight Firecracker Elite Barbarians
Skeletons Knight Minions Elite Barbarians
Knight Elite Barbarians
Skeletons Knight Elite Barbarians
Arrows Firecracker Skeletons Electro Spirit Minions
Skeletons Knight Minions Elite Barbarians
Knight Elite Barbarians
Skeletons Electro Spirit Knight Minions Firecracker Elite Barbarians
Skeletons
Knight Minions Elite Barbarians
Arrows Elite Barbarians
Elite Barbarians Skeletons Knight
Firecracker
Elite Barbarians Skeletons Electro Spirit Knight Minions Firecracker
Arrows Minions Electro Spirit Firecracker Elite Barbarians
Electro Spirit Arrows

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 Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Electro Spirit Minions
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Minions Elite Barbarians
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker Elite Barbarians
Arrows Minions Firecracker
Arrows Firecracker Elite Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows
Minions
Arrows Firecracker
Arrows Firecracker
Minions
Arrows
Arrows
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows
Arrows Firecracker
Elite Barbarians Arrows Firecracker
Electro Spirit Minions Firecracker
Elite Barbarians
Arrows
Electro Spirit Arrows Firecracker
Arrows Firecracker
Electro Spirit Minions
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker Elite Barbarians
Electro Spirit Minions Firecracker Elite Barbarians
Firecracker
Firecracker
Firecracker

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