My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 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

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 Suspicious Bush Royal Ghost

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.

The Log

Punishments

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

Royal Ghost

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 Royal Ghost

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 Royal Ghost

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
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon Firecracker
Barbarian Barrel
Skeletons Electro Spirit Knight Cannon Firecracker Royal Ghost
The Log
Skeletons Electro Spirit Cannon Firecracker Suspicious Bush
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Electro Spirit Firecracker Suspicious Bush
Royal Delivery
Skeletons Electro Spirit Knight Firecracker Royal Ghost
Fireball
Cannon Firecracker Suspicious Bush
Poison
Cannon Firecracker Suspicious Bush
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker The Log Royal Ghost

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 Suspicious Bush Royal Ghost

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Suspicious Bush The Log Knight Cannon Firecracker Royal Ghost

Shortest cycle

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

6 Skeletons Electro Spirit Suspicious Bush The Log

Attack Synergies 1 1

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
Knight
Firecracker The Log
Cannon
Firecracker
Knight
Suspicious Bush
The Log
Knight
Royal Ghost

Defense Synergies 5 10

Skeletons
Cannon Electro Spirit Knight Firecracker The Log Royal Ghost
Electro Spirit
Skeletons The Log
Knight
Cannon Firecracker Skeletons The Log
Cannon
Skeletons Knight The Log Firecracker Royal Ghost
Firecracker
Knight The Log Skeletons Cannon
Suspicious Bush
The Log
Cannon Firecracker Skeletons Electro Spirit Knight Royal Ghost
Royal Ghost
Skeletons Cannon The Log

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 The Log
Skeletons Knight Cannon Firecracker The Log
Cannon Skeletons Knight
Cannon Skeletons Knight Firecracker
Firecracker The Log
The Log Skeletons Electro Spirit Cannon Firecracker Royal Ghost
Electro Spirit Cannon Firecracker
Electro Spirit Cannon The Log
Cannon Skeletons
Knight Skeletons Cannon Firecracker Royal Ghost
Skeletons Electro Spirit Knight Cannon Firecracker The Log Royal Ghost
Firecracker
Cannon Skeletons Knight The Log
Electro Spirit Cannon Firecracker The Log Royal Ghost
Knight Cannon
Cannon The Log
Skeletons Knight Cannon Firecracker
Cannon Electro Spirit Knight Firecracker The Log Royal Ghost
The Log Electro Spirit Knight Cannon Firecracker Royal Ghost
Cannon
Royal Ghost Electro Spirit Knight Cannon Firecracker The Log
Cannon

Counters to secondary win conditions

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

Knight Skeletons Royal Ghost
Knight Firecracker The Log Royal Ghost
Skeletons Knight The Log
Knight The Log
Skeletons Knight Cannon
Firecracker Skeletons Electro Spirit
Skeletons Knight
Knight
Skeletons Electro Spirit Knight Firecracker The Log
Skeletons Cannon
Knight
The Log
Skeletons Knight Cannon
Cannon Firecracker
Skeletons Electro Spirit Knight Firecracker The Log
Electro Spirit Cannon Firecracker The Log Royal Ghost
Electro Spirit 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.)

Knight Firecracker The Log Royal Ghost
Firecracker The Log Royal Ghost
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Electro Spirit
Firecracker The Log
The Log Firecracker
The Log Firecracker
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Electro Spirit
Firecracker The Log Royal Ghost
The Log
Firecracker The Log
Firecracker
Electro Spirit Firecracker
The Log
Electro Spirit Firecracker
Firecracker The Log
Electro Spirit
Firecracker
The Log
Knight Firecracker
The Log Firecracker
Firecracker
Electro Spirit Firecracker The Log
Firecracker
Firecracker The Log Royal Ghost
Firecracker

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