My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Archers 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 Archers 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.

Arrows

Punishments

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

Royal Giant

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.

Goblins Barbarians Royal Giant

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

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 Archers Minions Royal Giant
Giant Snowball
Skeletons Goblins Archers Minions Barbarians
Zap
Skeletons Goblins Archers Minions Firecracker Royal Giant
Barbarian Barrel
Skeletons Goblins Archers Firecracker Barbarians
The Log
Skeletons Goblins Archers Firecracker Barbarians Royal Giant
Earthquake
Skeletons Archers Firecracker Barbarians
Arrows
Skeletons Goblins Archers Minions Firecracker
Royal Delivery
Skeletons Goblins Archers Minions Firecracker Barbarians
Fireball
Archers Minions Firecracker Barbarians
Poison
Archers Minions Firecracker Barbarians
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

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.

Arrows

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

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.

Goblins Minions 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 Goblins Archers Arrows Minions Firecracker Barbarians Royal Giant

Shortest cycle

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

9 Skeletons Goblins Archers Arrows

Attack Synergies 3 5

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
Goblins
Archers Royal Giant
Archers
Goblins Arrows Royal Giant
Arrows
Royal Giant Archers
Minions
Royal Giant Firecracker
Firecracker
Royal Giant Minions
Barbarians
Royal Giant
Arrows Minions Firecracker Goblins Archers

Defense Synergies 0 9

Skeletons
Archers Minions Firecracker
Goblins
Archers Firecracker
Archers
Skeletons Goblins Minions Firecracker
Arrows
Barbarians
Minions
Skeletons Archers Firecracker
Firecracker
Skeletons Goblins Archers Minions
Barbarians
Arrows
Royal Giant

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.

Minions Firecracker
Barbarians Skeletons Goblins Minions Firecracker
Barbarians Skeletons Goblins Archers Minions
Barbarians Skeletons Goblins Minions Firecracker
Arrows Firecracker Barbarians
Arrows Skeletons Goblins Archers Minions Firecracker
Minions Archers Arrows Firecracker
Arrows Barbarians
Barbarians Skeletons Goblins Minions
Skeletons Goblins Archers Firecracker Barbarians
Goblins Archers Minions Barbarians Skeletons Arrows Firecracker
Arrows Minions Archers Firecracker
Barbarians Skeletons Minions
Goblins Arrows Minions Firecracker Barbarians
Barbarians
Barbarians
Barbarians Skeletons Goblins Arrows Minions Firecracker
Arrows Goblins Archers Minions Firecracker Barbarians
Arrows Archers Minions Firecracker Barbarians
Barbarians
Goblins Archers Arrows Minions Firecracker Barbarians

Counters to secondary win conditions

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

Barbarians Skeletons Goblins Archers
Archers Arrows Firecracker
Barbarians Skeletons Goblins Minions
Barbarians
Barbarians Skeletons
Arrows Firecracker Skeletons Archers Minions
Skeletons Goblins Archers Minions Barbarians
Barbarians
Skeletons Goblins Minions Firecracker Barbarians
Skeletons Barbarians
Minions Barbarians
Arrows Barbarians
Barbarians Skeletons
Archers Firecracker Barbarians
Barbarians Skeletons Goblins Archers Minions Firecracker
Arrows Minions Archers Firecracker Barbarians
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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Barbarians
Arrows Firecracker
Arrows Firecracker Minions
Archers Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Goblins Minions
Firecracker Arrows
Archers Arrows Firecracker
Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Minions
Archers Arrows Firecracker
Arrows Firecracker
Minions
Arrows
Arrows Barbarians
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Archers Arrows Firecracker
Minions Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Archers Minions Barbarians
Archers Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker
Minions Firecracker
Firecracker
Firecracker
Firecracker

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