My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Fire Spirit Magic Archer

Defensive buildings

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

X-Bow

Investments

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

Skeleton Barrel X-Bow Golem Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel X-Bow Golem

Damage spells

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

Rage

Punishments

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

Skeleton Barrel X-Bow

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.

Fire Spirit Skeleton Barrel Barbarians Heal Spirit X-Bow Golem Magic Archer

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 Golem Magic Archer

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
Skeleton Barrel
Giant Snowball
Fire Spirit Skeleton Barrel Barbarians
Zap
Fire Spirit Skeleton Barrel X-Bow
Barbarian Barrel
Fire Spirit Skeleton Barrel Barbarians Heal Spirit X-Bow Magic Archer
The Log
Fire Spirit Skeleton Barrel Barbarians Heal Spirit X-Bow
Earthquake
Barbarians X-Bow
Arrows
Fire Spirit Skeleton Barrel Heal Spirit
Royal Delivery
Fire Spirit Skeleton Barrel Barbarians Heal Spirit Magic Archer
Fireball
Skeleton Barrel Barbarians X-Bow Magic Archer
Poison
Skeleton Barrel Barbarians X-Bow Magic Archer
Lightning
X-Bow Magic Archer
Rocket
Barbarians X-Bow Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Magic Archer

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.

Fire Spirit Skeleton Barrel Heal Spirit Rage Golem

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.

Fire Spirit Barbarians Heal Spirit

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.

Fire Spirit Heal Spirit Rage Skeleton Barrel Magic Archer Barbarians X-Bow Golem

Shortest cycle

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

7 Fire Spirit Heal Spirit Rage Skeleton Barrel

Attack Synergies 0 9

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.

Fire Spirit
Skeleton Barrel X-Bow Golem
Skeleton Barrel
Fire Spirit Heal Spirit X-Bow Golem Magic Archer
Barbarians
Heal Spirit
Heal Spirit
Skeleton Barrel Barbarians
Rage
X-Bow
Fire Spirit Skeleton Barrel
Golem
Fire Spirit Skeleton Barrel Magic Archer
Magic Archer
Skeleton Barrel Golem

Defense Synergies 0 0

Fire Spirit
Skeleton Barrel
Barbarians
Heal Spirit
Rage
X-Bow
Golem
Magic Archer

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.

Skeleton Barrel X-Bow Magic Archer
Barbarians X-Bow
Barbarians Fire Spirit
Barbarians
Barbarians X-Bow
Fire Spirit X-Bow Magic Archer
Fire Spirit X-Bow Magic Archer
Skeleton Barrel Barbarians X-Bow Magic Archer
Barbarians X-Bow
Fire Spirit Barbarians
Barbarians X-Bow Magic Archer
Magic Archer
Barbarians Fire Spirit X-Bow
Fire Spirit Barbarians X-Bow Magic Archer
Barbarians X-Bow
Barbarians X-Bow
Barbarians X-Bow
Fire Spirit Barbarians X-Bow Magic Archer
Fire Spirit Barbarians Magic Archer
Barbarians
Fire Spirit Barbarians

Counters to secondary win conditions

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

Barbarians X-Bow
Skeleton Barrel X-Bow Magic Archer
Barbarians
Barbarians X-Bow
Barbarians
Fire Spirit Skeleton Barrel Magic Archer
Barbarians
Barbarians
Barbarians X-Bow Magic Archer
Barbarians
Barbarians
Barbarians
Barbarians
Barbarians Magic Archer
Barbarians X-Bow Magic Archer
Barbarians Magic Archer

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 Magic Archer X-Bow
Skeleton Barrel X-Bow Magic Archer
Skeleton Barrel X-Bow Magic Archer
Skeleton Barrel Barbarians
Fire Spirit Magic Archer
Fire Spirit Skeleton Barrel Magic Archer
Fire Spirit Magic Archer
X-Bow Fire Spirit Skeleton Barrel Magic Archer
Skeleton Barrel X-Bow
Fire Spirit X-Bow
Skeleton Barrel X-Bow Magic Archer
Fire Spirit Magic Archer
Fire Spirit Skeleton Barrel Magic Archer
Skeleton Barrel X-Bow Magic Archer
Skeleton Barrel X-Bow Magic Archer
X-Bow Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel X-Bow
Fire Spirit Skeleton Barrel X-Bow Magic Archer
Fire Spirit Skeleton Barrel X-Bow Magic Archer
X-Bow Magic Archer
X-Bow
Skeleton Barrel Barbarians X-Bow
Fire Spirit Magic Archer
X-Bow Skeleton Barrel Magic Archer
Skeleton Barrel X-Bow Magic Archer
Skeleton Barrel X-Bow Magic Archer
Fire Spirit X-Bow Magic Archer
Skeleton Barrel
X-Bow Magic Archer
Magic Archer
Magic Archer
Skeleton Barrel Fire Spirit Barbarians X-Bow Magic Archer
Fire Spirit Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Magic Archer
Magic Archer
Skeleton Barrel X-Bow Magic Archer

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