My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Great!

1 problems 1 warnings 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Firecracker Royal Recruits Zappies

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Fireball Rage

Punishments

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

Royal Recruits Royal Hogs

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.

Knight Royal Recruits Royal Hogs

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 Royal Hogs

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
Royal Recruits Royal Hogs
Giant Snowball
Royal Recruits Zappies Royal Hogs
Zap
Firecracker Zappies Royal Hogs
Barbarian Barrel
Knight Firecracker Royal Recruits Bomb Tower Zappies Royal Hogs
The Log
Firecracker Royal Recruits Zappies Royal Hogs
Earthquake
Firecracker Bomb Tower Zappies Royal Hogs
Arrows
Firecracker Royal Recruits Zappies Royal Hogs
Royal Delivery
Knight Firecracker Royal Recruits Zappies Royal Hogs
Fireball
Firecracker Bomb Tower Zappies Royal Hogs
Poison
Firecracker Royal Recruits Bomb Tower Zappies Royal Hogs
Lightning
Knight Bomb Tower
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Bomb Tower

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.

Knight Royal Recruits Rage

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Firecracker Fireball Bomb Tower Zappies Royal Hogs Royal Recruits

Shortest cycle

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

12 Rage Knight Firecracker Fireball

Attack Synergies 1 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.

Knight
Firecracker Fireball Zappies Royal Hogs
Firecracker
Knight Royal Recruits Zappies Royal Hogs
Royal Recruits
Firecracker Zappies Royal Hogs
Fireball
Knight Royal Hogs
Bomb Tower
Zappies
Knight Firecracker Royal Recruits Royal Hogs Rage
Royal Hogs
Knight Firecracker Royal Recruits Fireball Zappies
Rage
Zappies

Defense Synergies 2 7

Knight
Firecracker Bomb Tower Fireball Zappies
Firecracker
Knight Royal Recruits Bomb Tower Zappies
Royal Recruits
Firecracker
Fireball
Knight Bomb Tower Zappies
Bomb Tower
Knight Firecracker Fireball
Zappies
Knight Firecracker Fireball
Royal Hogs
Rage

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 Firecracker Royal Recruits Fireball Zappies
Bomb Tower Knight Firecracker Royal Recruits Zappies
Bomb Tower Knight Royal Recruits Zappies
Royal Recruits Bomb Tower Knight Firecracker Zappies
Firecracker Royal Recruits Fireball Bomb Tower
Fireball Firecracker Bomb Tower Zappies
Firecracker Fireball Bomb Tower Zappies
Royal Recruits Fireball Bomb Tower
Zappies Royal Recruits Bomb Tower
Knight Firecracker Royal Recruits Zappies
Knight Firecracker Royal Recruits Fireball Bomb Tower Zappies
Firecracker Fireball Zappies
Royal Recruits Bomb Tower Knight Fireball Zappies
Fireball Bomb Tower Firecracker Royal Recruits Zappies
Royal Recruits Knight Bomb Tower Zappies
Bomb Tower Royal Recruits Fireball Zappies
Bomb Tower Knight Firecracker Royal Recruits Fireball Zappies
Fireball Bomb Tower Knight Firecracker Royal Recruits Zappies
Bomb Tower Knight Firecracker Royal Recruits Fireball Zappies
Royal Recruits Bomb Tower Zappies
Royal Recruits Knight Firecracker Fireball Bomb Tower Zappies

Counters to secondary win conditions

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

Knight Royal Recruits Fireball Zappies
Fireball Knight Firecracker Bomb Tower
Royal Recruits Zappies Knight Bomb Tower
Royal Recruits Knight Fireball Zappies
Royal Recruits Knight Zappies
Firecracker Fireball Bomb Tower Zappies
Royal Recruits Knight Fireball Bomb Tower Zappies
Knight Royal Recruits Bomb Tower Zappies
Royal Recruits Knight Firecracker Fireball Bomb Tower Zappies
Royal Recruits Zappies
Knight Royal Recruits Bomb Tower Zappies
Royal Recruits Fireball
Royal Recruits Knight Fireball Bomb Tower Zappies
Royal Recruits Firecracker Fireball Bomb Tower Zappies
Royal Recruits Zappies Knight Firecracker Fireball Bomb Tower
Firecracker Royal Recruits Fireball Bomb Tower Zappies

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 Knight Firecracker Royal Recruits
Firecracker Fireball
Fireball
Knight Firecracker Royal Recruits Fireball
Fireball Firecracker
Firecracker Fireball
Firecracker
Fireball Firecracker
Fireball Firecracker
Fireball
Firecracker Knight Royal Recruits Fireball
Fireball Firecracker
Knight Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Royal Recruits Fireball
Fireball
Firecracker Fireball
Firecracker Fireball
Fireball
Fireball
Royal Recruits Fireball
Firecracker Fireball
Firecracker Fireball
Fireball
Fireball Firecracker
Firecracker Fireball
Firecracker Fireball Zappies
Fireball
Fireball
Firecracker Fireball Zappies
Firecracker Fireball
Royal Recruits Fireball Zappies
Fireball Firecracker Zappies
Fireball
Fireball Knight Firecracker
Firecracker Fireball
Fireball
Firecracker Royal Recruits
Firecracker Royal Recruits Fireball Zappies
Firecracker Fireball Zappies
Firecracker Royal Recruits Fireball

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