My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

3 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 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 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 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.

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 Firecracker Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Giant Skeleton

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 Goblin Barrel Giant Skeleton

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 Goblin Barrel Clone Giant Skeleton
Giant Snowball
Skeletons Goblin Barrel Clone
Zap
Skeletons Firecracker Goblin Barrel Clone
Barbarian Barrel
Skeletons Electro Spirit Firecracker Goblin Barrel Clone Giant Skeleton
The Log
Skeletons Electro Spirit Firecracker Goblin Barrel Clone Giant Skeleton
Earthquake
Skeletons Firecracker Goblin Barrel Clone
Arrows
Skeletons Electro Spirit Firecracker Goblin Barrel Clone
Royal Delivery
Skeletons Electro Spirit Firecracker Goblin Barrel Clone Giant Skeleton
Fireball
Firecracker Goblin Barrel Clone
Poison
Firecracker Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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 Clone Giant Skeleton

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.

Goblin Barrel

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.

Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Zap Firecracker Goblin Barrel Clone Giant Skeleton

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Zap

Attack Synergies 4 9

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
Zap Giant Skeleton
Zap
Firecracker Mirror Electro Spirit Giant Skeleton
Firecracker
Zap Mirror Goblin Barrel Giant Skeleton
Mirror
Zap Goblin Barrel Firecracker Giant Skeleton
Goblin Barrel
Mirror Firecracker Clone Giant Skeleton
Clone
Giant Skeleton Goblin Barrel
Giant Skeleton
Clone Electro Spirit Zap Firecracker Mirror Goblin Barrel

Defense Synergies 1 9

Skeletons
Electro Spirit Zap Firecracker Giant Skeleton
Electro Spirit
Skeletons Zap
Zap
Mirror Skeletons Electro Spirit Firecracker Giant Skeleton
Firecracker
Skeletons Zap Mirror Giant Skeleton
Mirror
Zap Firecracker
Goblin Barrel
Clone
Giant Skeleton
Skeletons Zap Firecracker

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.

Zap Firecracker
Skeletons Zap Firecracker
Skeletons Giant Skeleton
Skeletons Firecracker
Firecracker Giant Skeleton
Skeletons Electro Spirit Zap Firecracker
Electro Spirit Zap Firecracker
Electro Spirit Zap Giant Skeleton
Skeletons
Skeletons Firecracker Giant Skeleton
Skeletons Electro Spirit Zap Firecracker Giant Skeleton
Zap Firecracker
Skeletons Zap Giant Skeleton
Electro Spirit Zap Firecracker
Zap
Skeletons Firecracker
Electro Spirit Zap Firecracker
Zap Electro Spirit Firecracker Giant Skeleton
Electro Spirit Firecracker Giant Skeleton

Counters to secondary win conditions

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

Skeletons Zap Giant Skeleton
Zap Firecracker
Giant Skeleton Skeletons Zap
Giant Skeleton Zap
Giant Skeleton Skeletons
Firecracker Skeletons Electro Spirit Zap
Skeletons Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Skeletons Electro Spirit Firecracker
Skeletons
Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Skeletons
Firecracker
Skeletons Electro Spirit Zap Firecracker Giant Skeleton
Electro Spirit Zap Firecracker Giant Skeleton

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.)

Firecracker Giant Skeleton
Firecracker Zap
Giant Skeleton
Firecracker Giant Skeleton
Zap Firecracker
Firecracker Electro Spirit Zap
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Giant Skeleton
Zap
Zap Firecracker Electro Spirit
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker
Zap Electro Spirit Firecracker
Zap
Zap Electro Spirit Firecracker
Giant Skeleton
Firecracker
Zap Electro Spirit
Zap Firecracker
Firecracker
Zap Firecracker
Zap Giant Skeleton
Firecracker
Zap Electro Spirit Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton

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