My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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 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.

Missing

Investments

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

Bats Royal Giant Elixir Golem Magic Archer Sparky

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Royal Giant Elixir Golem

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.

Royal Giant Elixir 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer Sparky

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.

Bats Arrows Elixir Golem Rage Skeleton Army Sparky

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.

Royal Giant Skeleton Army

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.

Bats Rage Arrows Elixir Golem Skeleton Army Magic Archer Royal Giant Sparky

Shortest cycle

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

10 Bats Rage Arrows Elixir Golem

Attack Synergies 5 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.

Bats
Royal Giant Elixir Golem Rage Sparky
Arrows
Royal Giant Sparky Elixir Golem
Royal Giant
Bats Arrows Magic Archer Sparky
Elixir Golem
Rage Bats Arrows Magic Archer Sparky
Rage
Elixir Golem Sparky Bats
Skeleton Army
Sparky
Magic Archer
Royal Giant Elixir Golem
Sparky
Arrows Rage Bats Royal Giant Elixir Golem Skeleton Army

Defense Synergies 0 4

Bats
Sparky
Arrows
Sparky
Royal Giant
Elixir Golem
Rage
Skeleton Army
Magic Archer Sparky
Magic Archer
Skeleton Army
Sparky
Bats Arrows Skeleton Army

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.

Magic Archer Sparky
Skeleton Army Sparky Bats
Skeleton Army Sparky Bats
Skeleton Army Sparky Bats
Arrows Skeleton Army Sparky
Arrows Skeleton Army Bats Magic Archer
Bats Arrows Magic Archer
Arrows Magic Archer Sparky
Sparky Skeleton Army
Skeleton Army Sparky
Bats Skeleton Army Arrows Magic Archer
Arrows Bats Magic Archer
Skeleton Army Sparky Bats
Skeleton Army Sparky Bats Arrows Magic Archer
Skeleton Army Sparky
Skeleton Army Sparky
Sparky Bats Arrows Skeleton Army
Arrows Bats Skeleton Army Magic Archer
Arrows Bats Magic Archer
Sparky
Skeleton Army Bats Arrows Sparky

Counters to secondary win conditions

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

Skeleton Army Sparky
Arrows Magic Archer
Skeleton Army Bats Sparky
Skeleton Army Bats Sparky
Skeleton Army Sparky
Arrows Bats Magic Archer
Skeleton Army Sparky Bats
Skeleton Army Sparky
Bats Skeleton Army Magic Archer Sparky
Skeleton Army Sparky
Bats Sparky
Skeleton Army Arrows
Skeleton Army Sparky
Skeleton Army Magic Archer Sparky
Skeleton Army Sparky Bats Magic Archer
Bats Arrows Magic Archer Sparky
Arrows
Skeleton Army Sparky

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 Arrows Sparky
Arrows Magic Archer
Arrows Magic Archer Sparky
Arrows Sparky
Arrows Magic Archer Sparky
Arrows Bats Magic Archer
Arrows Magic Archer Sparky
Arrows Magic Archer
Arrows
Bats Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer
Magic Archer Sparky
Arrows Magic Archer
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Magic Archer Arrows Sparky
Arrows Sparky
Bats Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer
Magic Archer Sparky
Arrows
Sparky
Arrows
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Bats Arrows Magic Archer Sparky
Bats
Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Sparky
Arrows Magic Archer Sparky
Bats Skeleton Army Magic Archer
Arrows Magic Archer
Arrows
Magic Archer Sparky
Arrows Magic Archer
Arrows Sparky
Sparky
Bats Magic Archer Sparky
Bats Magic Archer
Magic Archer Sparky
Sparky
Sparky

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