My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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!
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 Magic Archer

Defensive buildings

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

Cannon

Investments

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

Bats Knight Elixir Golem Giant Skeleton 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.

Arrows Fireball

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.

Knight Elixir Golem Giant Skeleton 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 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
Bats Elixir Golem Giant Skeleton
Giant Snowball
Bats Cannon
Zap
Bats Cannon
Barbarian Barrel
Knight Cannon Elixir Golem Giant Skeleton Magic Archer
The Log
Cannon Elixir Golem Giant Skeleton
Earthquake
Cannon Elixir Golem
Arrows
Bats
Royal Delivery
Bats Knight Elixir Golem Giant Skeleton Magic Archer
Fireball
Cannon Elixir Golem Magic Archer
Poison
Bats Cannon Elixir Golem Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Magic Archer

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 Arrows Knight Elixir Golem Giant Skeleton

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.

Bats Arrows Knight Cannon Elixir Golem Fireball Magic Archer Giant Skeleton

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 3 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.

Bats
Knight Giant Skeleton Elixir Golem
Arrows
Fireball Knight Elixir Golem Giant Skeleton
Knight
Bats Arrows Fireball Magic Archer
Cannon
Elixir Golem
Bats Arrows Fireball Magic Archer
Fireball
Arrows Knight Elixir Golem Magic Archer
Giant Skeleton
Bats Arrows Magic Archer
Magic Archer
Knight Elixir Golem Fireball Giant Skeleton

Defense Synergies 3 10

Bats
Knight Cannon Giant Skeleton
Arrows
Knight Cannon Fireball Giant Skeleton
Knight
Bats Cannon Magic Archer Arrows Fireball
Cannon
Knight Bats Arrows Fireball Magic Archer
Elixir Golem
Fireball
Arrows Knight Cannon
Giant Skeleton
Bats Arrows Magic Archer
Magic Archer
Knight Cannon 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 Cannon Fireball Magic Archer
Bats Knight Cannon
Cannon Bats Knight Giant Skeleton
Cannon Bats Knight
Arrows Fireball Giant Skeleton
Arrows Fireball Bats Cannon Magic Archer
Bats Arrows Cannon Fireball Magic Archer
Arrows Cannon Fireball Giant Skeleton Magic Archer
Cannon
Knight Cannon Giant Skeleton
Bats Arrows Knight Cannon Fireball Giant Skeleton Magic Archer
Arrows Bats Fireball Magic Archer
Cannon Bats Knight Fireball Giant Skeleton
Fireball Bats Arrows Cannon Magic Archer
Knight Cannon
Cannon Fireball
Bats Arrows Knight Cannon Fireball
Arrows Cannon Fireball Bats Knight Magic Archer
Arrows Bats Knight Cannon Fireball Giant Skeleton Magic Archer
Cannon
Bats Arrows Knight Cannon Fireball Giant Skeleton

Counters to secondary win conditions

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

Knight Fireball Giant Skeleton
Fireball Arrows Knight Magic Archer
Giant Skeleton Bats Knight
Giant Skeleton Bats Knight Fireball
Giant Skeleton Knight Cannon
Arrows Fireball Bats Magic Archer
Bats Knight Fireball Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Bats Knight Fireball Magic Archer
Cannon
Bats Knight Giant Skeleton
Arrows Fireball Giant Skeleton
Giant Skeleton Knight Cannon Fireball
Cannon Fireball Magic Archer
Bats Knight Fireball Giant Skeleton Magic Archer
Bats Arrows Cannon Fireball Giant Skeleton 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.)

Fireball Magic Archer Arrows Knight Giant Skeleton
Arrows Fireball Magic Archer
Arrows Fireball Giant Skeleton Magic Archer
Arrows Knight Fireball Giant Skeleton
Fireball Arrows Magic Archer
Arrows Fireball Bats Magic Archer
Arrows Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball
Bats Fireball
Arrows Knight Fireball Magic Archer
Fireball Arrows Magic Archer
Knight Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Magic Archer Arrows Fireball
Arrows Fireball
Bats
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Fireball Giant Skeleton Magic Archer
Arrows Fireball
Arrows Fireball
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Fireball Arrows Magic Archer
Fireball Arrows Magic Archer
Bats Arrows Fireball Magic Archer
Bats Fireball
Fireball
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Giant Skeleton
Arrows Fireball Magic Archer
Bats Fireball Magic Archer
Fireball Arrows Magic Archer
Arrows Fireball
Fireball Knight Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Giant Skeleton
Bats Fireball Giant Skeleton Magic Archer
Bats Fireball Magic Archer
Fireball Giant Skeleton Magic Archer

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