My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Archers Flying Machine

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.

Bats Archers Knight Skeleton Barrel Flying Machine Balloon

Offensive cards

Win conditions

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

Skeleton Barrel Balloon

Damage spells

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

Missing

Punishments

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

Skeleton Barrel Balloon

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.

Knight Skeleton Barrel Flying Machine Balloon

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.

Skeleton Barrel Balloon

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
Bats Archers Skeleton Barrel Clone Balloon
Giant Snowball
Bats Archers Skeleton Barrel Flying Machine Clone Balloon
Zap
Bats Archers Skeleton Barrel Flying Machine Clone Balloon
Barbarian Barrel
Archers Knight Skeleton Barrel Clone
The Log
Archers Skeleton Barrel Clone
Earthquake
Archers Clone
Arrows
Bats Archers Skeleton Barrel Flying Machine Clone
Royal Delivery
Bats Archers Knight Skeleton Barrel Flying Machine Clone Balloon
Fireball
Archers Skeleton Barrel Flying Machine Clone Balloon
Poison
Bats Archers Skeleton Barrel Flying Machine Clone Balloon
Lightning
Knight Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Knight Skeleton Barrel Clone

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.

Mirror Bats Archers Knight Skeleton Barrel Clone Flying Machine Balloon

Shortest cycle

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

8 Mirror Bats Archers Knight

Attack Synergies 8 12

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.

Bats
Knight Skeleton Barrel Balloon Flying Machine Clone
Archers
Knight Skeleton Barrel Balloon
Knight
Bats Archers Skeleton Barrel Balloon Flying Machine
Skeleton Barrel
Bats Knight Clone Archers Flying Machine Mirror Balloon
Flying Machine
Bats Knight Skeleton Barrel Mirror Clone Balloon
Mirror
Skeleton Barrel Flying Machine Balloon
Clone
Skeleton Barrel Balloon Bats Flying Machine
Balloon
Bats Knight Clone Archers Skeleton Barrel Flying Machine Mirror

Defense Synergies 2 2

Bats
Knight
Archers
Knight
Knight
Bats Archers Flying Machine
Skeleton Barrel
Flying Machine
Knight Mirror
Mirror
Flying Machine
Clone
Balloon

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.

Knight Skeleton Barrel Flying Machine
Bats Knight Flying Machine
Bats Archers Knight
Bats Knight
Bats Archers Flying Machine
Bats Archers Flying Machine
Skeleton Barrel Flying Machine
Knight Archers
Bats Archers Knight Flying Machine
Bats Archers Flying Machine
Bats Knight Flying Machine
Bats
Knight
Bats Knight
Bats Archers Knight Flying Machine
Bats Archers Knight Flying Machine
Bats Archers Knight Flying Machine

Counters to secondary win conditions

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

Knight Archers
Archers Knight Skeleton Barrel Flying Machine
Bats Knight
Bats Knight
Knight
Bats Archers Skeleton Barrel Flying Machine
Bats Archers Knight Flying Machine
Knight
Bats Knight Flying Machine
Bats Knight Flying Machine
Knight
Archers Flying Machine
Bats Archers Knight Flying Machine
Bats Archers Flying Machine

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.)

Skeleton Barrel Knight Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Knight Skeleton Barrel Flying Machine
Bats Skeleton Barrel Flying Machine
Archers Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Bats
Knight Skeleton Barrel Flying Machine
Archers Flying Machine
Flying Machine Knight Skeleton Barrel
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Bats
Archers Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel Flying Machine
Skeleton Barrel
Bats Archers Flying Machine
Bats Skeleton Barrel Flying Machine
Skeleton Barrel Bats Archers Flying Machine
Archers Flying Machine
Knight Flying Machine
Skeleton Barrel Flying Machine
Flying Machine
Bats Flying Machine
Bats Flying Machine
Skeleton Barrel Flying Machine

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