My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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 Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Rage The Log

Punishments

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

Elite Barbarians Electro Giant

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Electro Giant The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Heal Spirit Rage Electro Giant

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.

Elite Barbarians Fireball

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.

Heal Spirit Fireball

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 Heal Spirit Rage The Log Firecracker Fireball Elite Barbarians Electro Giant

Shortest cycle

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

6 Skeletons Heal Spirit Rage The Log

Attack Synergies 2 4

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
Elite Barbarians
Elite Barbarians
Heal Spirit Rage Firecracker Fireball The Log
Heal Spirit
Elite Barbarians
Fireball
Elite Barbarians The Log
Rage
Elite Barbarians
Electro Giant
The Log
Elite Barbarians Fireball

Defense Synergies 2 4

Skeletons
Firecracker Elite Barbarians The Log
Firecracker
The Log Skeletons
Elite Barbarians
Skeletons The Log
Heal Spirit
Fireball
The Log
Rage
Electro Giant
The Log
Firecracker Fireball Skeletons Elite Barbarians

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 Fireball The Log
Elite Barbarians Skeletons Firecracker The Log
Skeletons Elite Barbarians
Elite Barbarians Skeletons Firecracker
Firecracker Elite Barbarians Fireball The Log
Fireball The Log Skeletons Firecracker
Firecracker Fireball
Fireball Electro Giant The Log
Skeletons Elite Barbarians
Elite Barbarians Skeletons Firecracker
Skeletons Firecracker Fireball Electro Giant The Log
Firecracker Fireball
Skeletons Elite Barbarians Fireball The Log
Fireball Firecracker The Log
Elite Barbarians
Elite Barbarians Fireball Electro Giant The Log
Skeletons Firecracker Elite Barbarians Fireball
Fireball Firecracker Elite Barbarians The Log
The Log Firecracker Fireball
Elite Barbarians
Firecracker Elite Barbarians Fireball Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Elite Barbarians Fireball Electro Giant
Fireball Firecracker Elite Barbarians The Log
Skeletons Elite Barbarians The Log
Elite Barbarians Fireball The Log
Skeletons Elite Barbarians
Firecracker Fireball Electro Giant Skeletons
Skeletons Elite Barbarians Fireball
Elite Barbarians
Skeletons Firecracker Elite Barbarians Fireball The Log
Skeletons
Elite Barbarians
Elite Barbarians Fireball Electro Giant The Log
Elite Barbarians Skeletons Fireball
Firecracker Fireball Electro Giant
Elite Barbarians Electro Giant Skeletons Firecracker Fireball The Log
Firecracker Elite Barbarians Fireball Electro Giant The Log
Fireball

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.)

Fireball Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Giant
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Elite Barbarians Fireball
Firecracker Fireball The Log
Fireball Firecracker
Firecracker Elite Barbarians Fireball The Log
Firecracker Fireball
Firecracker Elite Barbarians Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball
Firecracker Fireball The Log
Firecracker Fireball Electro Giant The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker Electro Giant The Log Fireball
Firecracker Fireball The Log
Fireball The Log
Fireball Firecracker The Log
Elite Barbarians Firecracker Fireball Electro Giant
Firecracker Fireball Electro Giant
Elite Barbarians Fireball
Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Fireball
Fireball Firecracker
The Log Fireball
Fireball Firecracker
The Log Firecracker Fireball
Fireball Electro Giant
Firecracker Elite Barbarians
Electro Giant Firecracker Elite Barbarians Fireball The Log
Firecracker Fireball
Firecracker Fireball Electro Giant The Log
Fireball Firecracker

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