My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

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 Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Earthquake Goblin Curse

Punishments

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

Royal Giant Elite Barbarians

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Royal Giant Elite Barbarians

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

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 Earthquake

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 Goblin Curse

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.

Royal Giant Elite Barbarians

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 Zap Goblin Curse Firecracker Earthquake Royal Giant Elite Barbarians

Shortest cycle

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

6 Skeletons Electro Spirit Zap Goblin Curse

Attack Synergies 7 8

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 Royal Giant Elite Barbarians Goblin Curse
Zap
Firecracker Elite Barbarians Earthquake Goblin Curse Electro Spirit Royal Giant
Firecracker
Zap Royal Giant Elite Barbarians Earthquake
Royal Giant
Firecracker Earthquake Electro Spirit Zap Elite Barbarians
Elite Barbarians
Zap Electro Spirit Firecracker Royal Giant
Earthquake
Zap Royal Giant Goblin Curse Firecracker
Goblin Curse
Zap Earthquake Electro Spirit

Defense Synergies 0 10

Skeletons
Electro Spirit Zap Firecracker Elite Barbarians Earthquake
Electro Spirit
Skeletons Zap
Zap
Skeletons Electro Spirit Firecracker Elite Barbarians Earthquake
Firecracker
Skeletons Zap Earthquake
Royal Giant
Elite Barbarians
Skeletons Zap
Earthquake
Skeletons Zap Firecracker
Goblin Curse

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.

Earthquake Zap Firecracker
Elite Barbarians Skeletons Zap Firecracker Goblin Curse
Skeletons Elite Barbarians Goblin Curse
Elite Barbarians Skeletons Firecracker Goblin Curse
Firecracker Elite Barbarians Earthquake
Skeletons Electro Spirit Zap Firecracker Earthquake
Electro Spirit Zap Firecracker Goblin Curse
Earthquake Electro Spirit Zap
Skeletons Elite Barbarians Goblin Curse
Elite Barbarians Skeletons Firecracker
Goblin Curse Skeletons Electro Spirit Zap Firecracker Earthquake
Zap Firecracker Goblin Curse
Skeletons Zap Elite Barbarians Earthquake Goblin Curse
Electro Spirit Zap Firecracker Earthquake Goblin Curse
Elite Barbarians Goblin Curse
Zap Elite Barbarians Goblin Curse
Skeletons Firecracker Elite Barbarians
Electro Spirit Zap Firecracker Elite Barbarians
Zap Earthquake Electro Spirit Firecracker Goblin Curse
Elite Barbarians Goblin Curse
Electro Spirit Firecracker Elite Barbarians Earthquake Goblin Curse

Counters to secondary win conditions

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

Skeletons Zap Elite Barbarians
Zap Firecracker Elite Barbarians
Skeletons Zap Elite Barbarians
Zap Elite Barbarians
Skeletons Elite Barbarians Goblin Curse
Firecracker Skeletons Electro Spirit Zap Goblin Curse
Skeletons Elite Barbarians
Elite Barbarians Goblin Curse
Zap Skeletons Electro Spirit Firecracker Elite Barbarians
Skeletons Goblin Curse
Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Skeletons Goblin Curse
Firecracker Goblin Curse
Elite Barbarians Skeletons Electro Spirit Zap Firecracker
Electro Spirit Zap Firecracker Elite Barbarians Earthquake Goblin Curse
Electro Spirit Zap

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.)

Earthquake Firecracker
Firecracker Zap Goblin Curse
Earthquake
Earthquake Firecracker
Zap Firecracker Earthquake Goblin Curse
Firecracker Electro Spirit Zap Goblin Curse
Firecracker Earthquake
Earthquake Zap Firecracker Goblin Curse
Zap Firecracker
Elite Barbarians
Firecracker Zap Earthquake
Zap Firecracker Goblin Curse
Earthquake Firecracker Elite Barbarians
Earthquake Firecracker
Earthquake Zap Firecracker Elite Barbarians
Earthquake Zap Firecracker
Earthquake Firecracker
Earthquake
Zap Firecracker Earthquake
Zap Firecracker Earthquake Goblin Curse
Earthquake
Earthquake Zap
Zap Firecracker Earthquake Goblin Curse Electro Spirit
Firecracker Zap Earthquake
Zap
Zap Firecracker Goblin Curse
Elite Barbarians Zap Firecracker Goblin Curse
Zap Electro Spirit Firecracker
Elite Barbarians
Zap Earthquake
Zap Electro Spirit Firecracker
Firecracker Earthquake Goblin Curse
Zap Earthquake Electro Spirit
Zap Firecracker Goblin Curse
Firecracker
Zap Firecracker Earthquake
Zap
Firecracker Elite Barbarians
Zap Electro Spirit Firecracker Elite Barbarians
Firecracker Zap
Zap Firecracker
Firecracker

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