My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Rascals Zappies Archer Queen

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.

Knight Rascals Battle Ram Zappies Giant Skeleton Electro Giant Archer Queen

Offensive cards

Win conditions

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

Battle Ram Electro Giant

Damage spells

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

Arrows

Punishments

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

Battle Ram

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 Rascals Battle Ram Giant Skeleton Electro Giant Archer Queen

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

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
Battle Ram Giant Skeleton
Giant Snowball
Battle Ram Zappies
Zap
Battle Ram Zappies
Barbarian Barrel
Knight Rascals Battle Ram Zappies Giant Skeleton
The Log
Rascals Battle Ram Zappies Giant Skeleton
Earthquake
Zappies
Arrows
Rascals Zappies
Royal Delivery
Knight Rascals Battle Ram Zappies Giant Skeleton
Fireball
Rascals Battle Ram Zappies
Poison
Rascals Zappies
Lightning
Knight Battle Ram Archer Queen
Rocket
Rascals Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Giant

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.

Arrows Knight Battle Ram Giant Skeleton Electro Giant

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.

Arrows Knight Battle Ram Zappies Rascals Archer Queen Giant Skeleton Electro Giant

Shortest cycle

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

14 Arrows Knight Battle Ram Zappies

Attack Synergies 1 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.

Arrows
Knight Battle Ram Giant Skeleton
Knight
Battle Ram Arrows Zappies Archer Queen
Rascals
Battle Ram Zappies
Battle Ram
Knight Arrows Rascals Zappies Archer Queen
Zappies
Knight Rascals Battle Ram Giant Skeleton
Giant Skeleton
Arrows Zappies Archer Queen
Electro Giant
Archer Queen
Archer Queen
Knight Battle Ram Giant Skeleton Electro Giant

Defense Synergies 1 5

Arrows
Knight Giant Skeleton
Knight
Archer Queen Arrows Zappies
Rascals
Battle Ram
Zappies
Knight Giant Skeleton Electro Giant
Giant Skeleton
Arrows Zappies
Electro Giant
Zappies
Archer Queen
Knight

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 Zappies
Knight Rascals Zappies
Knight Rascals Zappies Giant Skeleton
Knight Rascals Zappies
Arrows Giant Skeleton
Arrows Rascals Zappies
Arrows Rascals Zappies
Arrows Rascals Giant Skeleton Electro Giant
Zappies Rascals Archer Queen
Knight Rascals Zappies Giant Skeleton
Arrows Knight Rascals Zappies Giant Skeleton Electro Giant
Arrows Rascals Zappies
Knight Rascals Zappies Giant Skeleton
Arrows Rascals Zappies
Knight Rascals Zappies
Rascals Zappies Electro Giant
Arrows Knight Rascals Zappies
Arrows Knight Rascals Zappies
Arrows Knight Rascals Zappies Giant Skeleton
Zappies
Rascals Arrows Knight Zappies Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Knight Rascals Zappies Giant Skeleton Electro Giant
Arrows Knight
Zappies Giant Skeleton Knight Rascals
Giant Skeleton Knight Rascals Zappies
Giant Skeleton Knight Rascals Zappies
Arrows Electro Giant Rascals Zappies
Rascals Knight Zappies Giant Skeleton
Giant Skeleton Knight Rascals Zappies
Giant Skeleton Knight Zappies
Zappies
Knight Rascals Zappies Giant Skeleton
Arrows Giant Skeleton Electro Giant Archer Queen
Rascals Giant Skeleton Knight Zappies
Rascals Zappies Electro Giant
Rascals Zappies Electro Giant Knight Giant Skeleton Archer Queen
Arrows Rascals Zappies Giant Skeleton Electro Giant Archer Queen

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.)

Arrows Knight Rascals Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Knight Rascals Giant Skeleton
Arrows
Arrows Electro Giant
Arrows
Arrows
Arrows
Arrows Knight
Arrows Archer Queen
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Giant
Giant Skeleton
Arrows
Arrows
Arrows Electro Giant
Arrows
Arrows
Arrows
Arrows Electro Giant
Zappies Electro Giant
Arrows
Arrows Zappies
Giant Skeleton
Arrows
Zappies
Arrows Zappies Archer Queen
Arrows
Knight Rascals
Arrows
Arrows Giant Skeleton Electro Giant Archer Queen
Archer Queen
Electro Giant Rascals Zappies Giant Skeleton Archer Queen
Zappies Archer Queen
Giant Skeleton Electro Giant Archer Queen

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