My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Elixir Golem Sparky

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Fireball Rage

Punishments

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

Elixir Golem

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.

Elixir Golem

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
Elixir Golem Skeleton Army Sparky
Giant Snowball
Skeleton Army
Zap
Firecracker Skeleton Army Sparky
Barbarian Barrel
Firecracker Elixir Golem Skeleton Army Sparky
The Log
Firecracker Elixir Golem Skeleton Army Sparky
Earthquake
Firecracker Elixir Golem Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elixir Golem Skeleton Army Sparky
Fireball
Firecracker Elixir Golem Skeleton Army Sparky
Poison
Firecracker Elixir Golem Skeleton Army Sparky
Lightning
Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball Sparky

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.

Elixir Golem Rage Skeleton Army Sparky

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.

Fireball Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Firecracker Elixir Golem Skeleton Army Fireball Sparky

Shortest cycle

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

7 Mirror Zap Rage Firecracker

Attack Synergies 8 10

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.

Zap
Firecracker Fireball Mirror Sparky Elixir Golem
Firecracker
Zap Elixir Golem Mirror Sparky
Elixir Golem
Firecracker Rage Zap Fireball Mirror Sparky
Fireball
Zap Mirror Elixir Golem Sparky
Mirror
Zap Fireball Firecracker Elixir Golem Skeleton Army Sparky
Rage
Elixir Golem Sparky
Skeleton Army
Mirror Sparky
Sparky
Zap Rage Firecracker Elixir Golem Fireball Mirror Skeleton Army

Defense Synergies 4 7

Zap
Fireball Mirror Firecracker Skeleton Army Sparky
Firecracker
Zap Mirror Skeleton Army
Elixir Golem
Fireball
Zap Mirror
Mirror
Zap Fireball Skeleton Army Firecracker Sparky
Rage
Skeleton Army
Mirror Zap Firecracker Sparky
Sparky
Zap Mirror Skeleton Army

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 Fireball Sparky
Skeleton Army Sparky Zap Firecracker
Skeleton Army Sparky
Skeleton Army Sparky Firecracker
Firecracker Fireball Skeleton Army Sparky
Fireball Skeleton Army Zap Firecracker
Zap Firecracker Fireball
Zap Fireball Sparky
Sparky Skeleton Army
Skeleton Army Firecracker Sparky
Skeleton Army Zap Firecracker Fireball
Zap Firecracker Fireball
Skeleton Army Sparky Zap Fireball
Fireball Skeleton Army Sparky Zap Firecracker
Skeleton Army Sparky
Skeleton Army Zap Fireball Sparky
Sparky Firecracker Fireball Skeleton Army
Fireball Zap Firecracker Skeleton Army
Zap Firecracker Fireball
Sparky
Skeleton Army Firecracker Fireball Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Sparky
Fireball Zap Firecracker
Skeleton Army Zap Sparky
Skeleton Army Zap Fireball Sparky
Skeleton Army Sparky
Firecracker Fireball Zap
Skeleton Army Sparky Fireball
Skeleton Army Sparky
Zap Firecracker Fireball Skeleton Army Sparky
Skeleton Army Sparky
Sparky
Skeleton Army Zap Fireball
Skeleton Army Fireball Sparky
Firecracker Fireball Skeleton Army Sparky
Skeleton Army Sparky Zap Firecracker Fireball
Zap Firecracker Fireball Sparky
Zap 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 Sparky
Firecracker Fireball Zap
Fireball Sparky
Firecracker Fireball Sparky
Fireball Zap Firecracker Sparky
Firecracker Fireball Zap
Firecracker Sparky
Fireball Zap Firecracker
Fireball Zap Firecracker
Fireball Sparky
Firecracker Zap Fireball Sparky
Fireball Zap Firecracker
Firecracker Fireball Sparky
Firecracker Fireball
Zap Firecracker Fireball Sparky
Zap Firecracker Fireball Sparky
Firecracker Fireball Sparky
Fireball Sparky
Sparky
Zap Firecracker Fireball Sparky
Zap Firecracker Fireball
Fireball Sparky
Fireball
Sparky
Zap Fireball
Zap Firecracker Fireball Sparky
Firecracker Fireball Zap Sparky
Fireball Zap Sparky
Fireball Zap Firecracker Sparky
Zap Firecracker Fireball Sparky
Zap Firecracker Fireball
Fireball Sparky
Zap Fireball Sparky
Zap Firecracker Fireball Sparky
Sparky
Firecracker Fireball Sparky
Zap Fireball Skeleton Army
Fireball Zap Firecracker
Fireball
Fireball Firecracker Sparky
Zap Firecracker Fireball
Zap Fireball Sparky
Firecracker Sparky
Zap Firecracker Fireball Sparky
Firecracker Zap Fireball
Zap Firecracker Fireball Sparky
Sparky
Fireball Firecracker Sparky

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