My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Sparky

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.

Rage Tornado

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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Sparky

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.

Rage Clone Tornado Giant Skeleton Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Rage Firecracker Clone Tornado Giant Skeleton Sparky

Shortest cycle

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

6 Mirror Skeletons Rage Firecracker

Attack Synergies 3 11

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
Firecracker
Mirror Tornado Giant Skeleton Sparky
Mirror
Firecracker Tornado Giant Skeleton Sparky
Rage
Sparky Giant Skeleton
Clone
Giant Skeleton Sparky
Tornado
Sparky Firecracker Mirror Giant Skeleton
Giant Skeleton
Clone Firecracker Mirror Rage Tornado Sparky
Sparky
Rage Tornado Firecracker Mirror Clone Giant Skeleton

Defense Synergies 2 10

Skeletons
Firecracker Tornado Giant Skeleton Sparky
Firecracker
Skeletons Mirror Tornado Giant Skeleton
Mirror
Tornado Firecracker Sparky
Rage
Clone
Tornado
Mirror Sparky Skeletons Firecracker Giant Skeleton Sparky
Giant Skeleton
Skeletons Firecracker Tornado
Sparky
Tornado Skeletons Mirror Tornado

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.

Firecracker Sparky
Sparky Skeletons Firecracker
Tornado Sparky Skeletons Giant Skeleton
Sparky Skeletons Firecracker
Firecracker Tornado Giant Skeleton Sparky
Tornado Skeletons Firecracker
Tornado Firecracker
Giant Skeleton Sparky
Sparky Skeletons Tornado
Tornado Skeletons Firecracker Giant Skeleton Sparky
Skeletons Firecracker Tornado Giant Skeleton
Firecracker Tornado
Sparky Skeletons Giant Skeleton
Sparky Firecracker Tornado
Sparky
Tornado Sparky
Sparky Skeletons Firecracker Tornado
Firecracker Tornado
Tornado Firecracker Giant Skeleton
Sparky Tornado
Firecracker Giant Skeleton Sparky
Sparky

Counters to secondary win conditions

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

Skeletons Giant Skeleton Sparky
Firecracker
Giant Skeleton Skeletons Sparky
Giant Skeleton Tornado Sparky
Giant Skeleton Skeletons Sparky
Firecracker Skeletons Tornado
Sparky Skeletons Giant Skeleton
Giant Skeleton Sparky
Giant Skeleton Skeletons Firecracker Tornado Sparky
Skeletons Sparky
Giant Skeleton Sparky
Tornado Giant Skeleton
Giant Skeleton Skeletons Sparky
Firecracker Sparky
Sparky Skeletons Firecracker Tornado Giant Skeleton
Firecracker Giant Skeleton Sparky

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 Sparky
Firecracker Tornado
Giant Skeleton Sparky
Firecracker Giant Skeleton Sparky
Firecracker Sparky
Firecracker Tornado
Firecracker Tornado Sparky
Firecracker Tornado
Firecracker Tornado
Tornado Sparky
Firecracker Tornado Sparky
Firecracker Tornado
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Sparky
Firecracker Sparky
Tornado Sparky
Sparky
Firecracker Sparky
Firecracker Tornado
Giant Skeleton Sparky
Tornado
Tornado Sparky
Firecracker Tornado Sparky
Firecracker Tornado Sparky
Tornado Sparky
Firecracker Tornado Sparky
Firecracker Tornado Sparky
Firecracker
Sparky
Sparky
Firecracker Sparky
Giant Skeleton Sparky
Firecracker Sparky
Firecracker Tornado
Firecracker Sparky
Firecracker
Tornado Giant Skeleton Sparky
Firecracker Sparky
Firecracker Tornado Giant Skeleton Sparky
Firecracker Tornado
Firecracker Tornado Giant Skeleton Sparky
Sparky
Firecracker Sparky

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