My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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!
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!
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.

Furnace Magic Archer

Defensive buildings

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

Bomb Tower Furnace

Investments

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

Knight Elixir Golem Furnace Giant Skeleton Royal Ghost Magic Archer

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.

Missing

Punishments

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

Elixir Golem Royal Ghost

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 Elixir Golem Giant Skeleton Royal Ghost 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.

Giant Skeleton Royal Ghost 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
Elixir Golem Skeleton Army Giant Skeleton
Giant Snowball
Furnace Skeleton Army
Zap
Furnace Skeleton Army
Barbarian Barrel
Knight Elixir Golem Bomb Tower Furnace Skeleton Army Giant Skeleton Royal Ghost Magic Archer
The Log
Elixir Golem Furnace Skeleton Army Giant Skeleton
Earthquake
Elixir Golem Bomb Tower Furnace Skeleton Army
Arrows
Furnace Skeleton Army
Royal Delivery
Knight Elixir Golem Skeleton Army Giant Skeleton Royal Ghost Magic Archer
Fireball
Elixir Golem Bomb Tower Furnace Skeleton Army Magic Archer
Poison
Elixir Golem Bomb Tower Furnace Skeleton Army Magic Archer
Lightning
Knight Bomb Tower Furnace Magic Archer
Rocket
Bomb Tower Furnace Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Furnace Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Furnace Royal Ghost 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.

Knight Elixir Golem Skeleton Army Giant Skeleton Royal Ghost

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.

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.

Furnace

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Elixir Golem Skeleton Army Royal Ghost Bomb Tower Furnace Magic Archer Giant Skeleton

Shortest cycle

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

12 Knight Elixir Golem Skeleton Army Royal Ghost

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.

Knight
Furnace Magic Archer
Elixir Golem
Furnace Royal Ghost Magic Archer
Bomb Tower
Furnace
Knight Elixir Golem Giant Skeleton Royal Ghost
Skeleton Army
Giant Skeleton
Furnace Magic Archer
Royal Ghost
Elixir Golem Furnace Magic Archer
Magic Archer
Knight Elixir Golem Giant Skeleton Royal Ghost

Defense Synergies 2 10

Knight
Bomb Tower Magic Archer Furnace Skeleton Army
Elixir Golem
Bomb Tower
Knight Skeleton Army Magic Archer
Furnace
Knight Skeleton Army Royal Ghost Magic Archer
Skeleton Army
Knight Bomb Tower Furnace Giant Skeleton Magic Archer
Giant Skeleton
Skeleton Army Magic Archer
Royal Ghost
Furnace
Magic Archer
Knight Bomb Tower Furnace Skeleton Army Giant Skeleton

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 Magic Archer
Bomb Tower Skeleton Army Knight Furnace
Bomb Tower Furnace Skeleton Army Knight Giant Skeleton
Bomb Tower Skeleton Army Knight Furnace
Bomb Tower Skeleton Army Giant Skeleton
Skeleton Army Bomb Tower Furnace Royal Ghost Magic Archer
Furnace Bomb Tower Magic Archer
Bomb Tower Giant Skeleton Magic Archer
Bomb Tower Furnace Skeleton Army
Knight Skeleton Army Giant Skeleton Royal Ghost
Skeleton Army Knight Bomb Tower Furnace Giant Skeleton Royal Ghost Magic Archer
Furnace Magic Archer
Bomb Tower Furnace Skeleton Army Knight Giant Skeleton
Bomb Tower Skeleton Army Furnace Royal Ghost Magic Archer
Skeleton Army Knight Bomb Tower Furnace
Bomb Tower Skeleton Army Furnace
Bomb Tower Knight Furnace Skeleton Army
Bomb Tower Knight Furnace Skeleton Army Royal Ghost Magic Archer
Bomb Tower Furnace Knight Giant Skeleton Royal Ghost Magic Archer
Bomb Tower
Skeleton Army Royal Ghost Knight Bomb Tower Furnace Giant Skeleton

Counters to secondary win conditions

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

Knight Skeleton Army Furnace Giant Skeleton Royal Ghost
Knight Bomb Tower Royal Ghost Magic Archer
Skeleton Army Giant Skeleton Knight Bomb Tower Furnace
Skeleton Army Giant Skeleton Knight
Giant Skeleton Knight Skeleton Army
Furnace Bomb Tower Magic Archer
Skeleton Army Knight Bomb Tower Furnace Giant Skeleton
Giant Skeleton Knight Bomb Tower Skeleton Army
Giant Skeleton Knight Bomb Tower Skeleton Army Magic Archer
Skeleton Army
Knight Bomb Tower Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Knight Bomb Tower
Bomb Tower Furnace Skeleton Army Magic Archer
Skeleton Army Knight Bomb Tower Furnace Giant Skeleton Magic Archer
Bomb Tower Giant Skeleton Royal Ghost 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.)

Magic Archer Knight Giant Skeleton Royal Ghost
Royal Ghost Magic Archer
Giant Skeleton Magic Archer
Knight Giant Skeleton
Furnace Magic Archer
Furnace Magic Archer
Furnace Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Furnace Magic Archer
Furnace Magic Archer
Magic Archer Furnace
Magic Archer
Magic Archer
Giant Skeleton Magic Archer
Furnace Magic Archer
Royal Ghost Magic Archer
Magic Archer
Magic Archer
Furnace Magic Archer
Magic Archer
Magic Archer
Giant Skeleton
Magic Archer
Skeleton Army Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Giant Skeleton
Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Royal Ghost Magic Archer

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