My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 Archers Firecracker Tesla Rascals Phoenix

Defensive buildings

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

Tesla

Investments

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

Bats Archers Firecracker Tesla Rascals Elixir Golem Phoenix

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

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.

Barbarians Rascals Elixir Golem Phoenix

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.

Firecracker

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 Archers Elixir Golem Phoenix
Giant Snowball
Bats Archers Barbarians
Zap
Bats Archers Firecracker
Barbarian Barrel
Archers Firecracker Tesla Barbarians Rascals Elixir Golem
The Log
Archers Firecracker Barbarians Rascals Elixir Golem
Earthquake
Archers Firecracker Tesla Barbarians Elixir Golem
Arrows
Bats Archers Firecracker Rascals
Royal Delivery
Bats Archers Firecracker Barbarians Rascals Elixir Golem
Fireball
Archers Firecracker Tesla Barbarians Rascals Elixir Golem
Poison
Bats Archers Firecracker Barbarians Rascals Elixir Golem Phoenix
Lightning
Tesla Phoenix
Rocket
Barbarians Rascals Phoenix

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Elixir Golem

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Firecracker Elixir Golem Tesla Phoenix Barbarians Rascals

Shortest cycle

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

11 Bats Archers Firecracker Elixir Golem

Attack Synergies 1 5

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
Firecracker Rascals Elixir Golem
Archers
Elixir Golem
Firecracker
Elixir Golem Bats Rascals
Tesla
Barbarians
Rascals
Bats Firecracker
Elixir Golem
Firecracker Bats Archers
Phoenix

Defense Synergies 0 9

Bats
Firecracker Tesla Rascals
Archers
Firecracker Tesla Rascals
Firecracker
Bats Archers Tesla Rascals
Tesla
Bats Archers Firecracker Rascals
Barbarians
Rascals
Bats Archers Firecracker Tesla
Elixir Golem
Phoenix

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.

Firecracker Tesla
Barbarians Bats Firecracker Tesla Rascals Phoenix
Tesla Barbarians Bats Archers Rascals
Tesla Barbarians Bats Firecracker Rascals Phoenix
Firecracker Barbarians
Bats Archers Firecracker Tesla Rascals
Bats Tesla Archers Firecracker Rascals Phoenix
Tesla Barbarians Rascals Phoenix
Tesla Barbarians Rascals Phoenix
Archers Firecracker Tesla Barbarians Rascals Phoenix
Bats Archers Barbarians Firecracker Tesla Rascals
Tesla Bats Archers Firecracker Rascals Phoenix
Tesla Barbarians Bats Rascals
Bats Firecracker Tesla Barbarians Rascals
Barbarians Tesla Rascals Phoenix
Barbarians Tesla Rascals
Tesla Barbarians Bats Firecracker Rascals
Tesla Bats Archers Firecracker Barbarians Rascals
Bats Archers Firecracker Tesla Barbarians Rascals
Barbarians Tesla Phoenix
Rascals Bats Archers Firecracker Tesla Barbarians

Counters to secondary win conditions

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

Barbarians Rascals Archers Tesla
Archers Firecracker Tesla Phoenix
Barbarians Bats Rascals
Bats Tesla Barbarians Rascals Phoenix
Barbarians Tesla Rascals Phoenix
Firecracker Bats Archers Tesla Rascals
Rascals Bats Archers Tesla Barbarians Phoenix
Tesla Barbarians Rascals Phoenix
Bats Firecracker Barbarians Phoenix
Tesla Barbarians Phoenix
Bats Tesla Barbarians Rascals Phoenix
Barbarians Phoenix
Barbarians Rascals Tesla
Archers Firecracker Tesla Barbarians Rascals
Tesla Barbarians Rascals Phoenix Bats Archers Firecracker
Bats Archers Firecracker Tesla Barbarians Rascals Phoenix
Tesla
Tesla

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.)

Firecracker Rascals
Firecracker
Firecracker Barbarians Rascals
Firecracker
Firecracker Bats
Archers Firecracker
Firecracker
Firecracker
Bats
Firecracker
Archers Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bats
Archers Firecracker
Firecracker
Barbarians
Firecracker
Firecracker
Firecracker
Bats Archers Firecracker
Bats Firecracker
Firecracker
Firecracker
Bats Archers Barbarians
Archers Firecracker
Firecracker Rascals
Firecracker
Firecracker
Bats Firecracker Rascals
Firecracker Bats
Firecracker
Firecracker

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