My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 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.

Archers Baby Dragon

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.

Archers Giant Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball

Punishments

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

Giant

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.

Barbarians Heal Spirit Giant Baby Dragon Giant Skeleton

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
Archers Giant Giant Skeleton
Giant Snowball
Archers Cannon Barbarians Baby Dragon
Zap
Archers Cannon
Barbarian Barrel
Archers Cannon Barbarians Heal Spirit Giant Skeleton
The Log
Archers Cannon Barbarians Heal Spirit Giant Skeleton
Earthquake
Archers Cannon Barbarians
Arrows
Archers Heal Spirit
Royal Delivery
Archers Barbarians Heal Spirit Baby Dragon Giant Skeleton
Fireball
Archers Cannon Barbarians Baby Dragon
Poison
Archers Cannon Barbarians
Lightning
Cannon Baby Dragon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon

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.

Heal Spirit Baby Dragon 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.

Barbarians Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Archers Cannon Fireball Baby Dragon Barbarians Giant Giant Skeleton

Shortest cycle

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

11 Heal Spirit Archers Cannon Fireball

Attack Synergies 0 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.

Archers
Heal Spirit Giant Baby Dragon Giant Skeleton
Cannon
Barbarians
Heal Spirit
Heal Spirit
Archers Barbarians Giant Baby Dragon Giant Skeleton
Fireball
Giant Baby Dragon
Giant
Archers Heal Spirit Fireball Baby Dragon
Baby Dragon
Archers Heal Spirit Fireball Giant Giant Skeleton
Giant Skeleton
Archers Heal Spirit Baby Dragon

Defense Synergies 0 6

Archers
Cannon Baby Dragon Giant Skeleton
Cannon
Archers Fireball Baby Dragon
Barbarians
Heal Spirit
Fireball
Cannon
Giant
Baby Dragon
Archers Cannon Giant Skeleton
Giant Skeleton
Archers Baby Dragon

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.

Cannon Fireball Baby Dragon
Barbarians Cannon
Cannon Barbarians Archers Giant Skeleton
Cannon Barbarians
Barbarians Fireball Giant Skeleton
Fireball Archers Cannon Baby Dragon
Archers Cannon Fireball Baby Dragon
Cannon Barbarians Fireball Baby Dragon Giant Skeleton
Cannon Barbarians
Archers Cannon Barbarians Giant Skeleton
Archers Barbarians Cannon Fireball Baby Dragon Giant Skeleton
Archers Fireball Baby Dragon
Cannon Barbarians Fireball Giant Skeleton
Fireball Cannon Barbarians Baby Dragon
Barbarians Cannon
Barbarians Cannon Fireball
Barbarians Cannon Fireball
Cannon Fireball Archers Barbarians Baby Dragon
Baby Dragon Archers Cannon Barbarians Fireball Giant Skeleton
Barbarians Cannon
Archers Cannon Barbarians Fireball Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Barbarians Archers Fireball Giant Skeleton
Fireball Archers Baby Dragon
Barbarians Giant Skeleton
Giant Skeleton Barbarians Fireball
Barbarians Giant Skeleton Cannon
Fireball Archers Baby Dragon
Archers Barbarians Fireball Giant Skeleton
Giant Skeleton Barbarians
Giant Skeleton Barbarians Fireball Baby Dragon
Cannon Barbarians
Barbarians Giant Skeleton
Barbarians Fireball Giant Skeleton
Barbarians Giant Skeleton Cannon Fireball
Archers Cannon Barbarians Fireball Baby Dragon
Barbarians Archers Fireball Baby Dragon Giant Skeleton
Archers Cannon Barbarians Fireball Baby Dragon Giant Skeleton

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 Baby Dragon Giant Skeleton
Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Barbarians Fireball Giant Skeleton
Fireball Baby Dragon
Fireball Baby Dragon
Archers Baby Dragon
Fireball Baby Dragon
Fireball
Fireball
Fireball
Fireball Archers Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Archers Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Fireball
Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Archers Fireball Baby Dragon
Fireball
Fireball
Fireball
Fireball
Giant Skeleton
Fireball
Archers Barbarians Fireball
Fireball Archers Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Giant Skeleton
Fireball Baby Dragon Giant Skeleton
Fireball
Fireball Baby Dragon Giant Skeleton

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