My Best Clash Royale Deck

Deck Check Rating

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

2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Knight Giant Baby Dragon

Offensive cards

Win conditions

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

Giant Miner

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.

Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Barbarians Giant Baby Dragon

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.

Miner

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
Giant Miner
Giant Snowball
Cannon Barbarians Baby Dragon Miner
Zap
Cannon
Barbarian Barrel
Knight Cannon Barbarians
The Log
Cannon Barbarians
Earthquake
Cannon Barbarians
Arrows
Royal Delivery
Knight Barbarians Baby Dragon Miner
Fireball
Cannon Barbarians Baby Dragon
Poison
Cannon Barbarians
Lightning
Knight Cannon Baby Dragon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Baby Dragon

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 Baby Dragon Miner

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 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.

Arrows Knight Cannon Miner Fireball Baby Dragon Barbarians Giant

Shortest cycle

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

12 Arrows Knight Cannon Miner

Attack Synergies 4 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.

Arrows
Fireball Giant Knight Miner
Knight
Baby Dragon Arrows Fireball Miner
Cannon
Barbarians
Fireball
Arrows Knight Giant Baby Dragon Miner
Giant
Arrows Miner Fireball Baby Dragon
Baby Dragon
Knight Fireball Giant Miner
Miner
Giant Arrows Knight Fireball Baby Dragon

Defense Synergies 1 9

Arrows
Knight Cannon Barbarians Fireball
Knight
Cannon Arrows Fireball Baby Dragon
Cannon
Knight Arrows Fireball Baby Dragon
Barbarians
Arrows
Fireball
Arrows Knight Cannon Miner
Giant
Baby Dragon
Knight Cannon
Miner
Fireball

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 Baby Dragon
Barbarians Knight Cannon
Cannon Barbarians Knight
Cannon Barbarians Knight
Arrows Barbarians Fireball
Arrows Fireball Cannon Baby Dragon
Arrows Cannon Fireball Baby Dragon
Arrows Cannon Barbarians Fireball Baby Dragon
Cannon Barbarians
Knight Cannon Barbarians Miner
Barbarians Arrows Knight Cannon Fireball Baby Dragon
Arrows Fireball Baby Dragon
Cannon Barbarians Knight Fireball
Fireball Arrows Cannon Barbarians Baby Dragon
Barbarians Knight Cannon
Barbarians Cannon Fireball
Barbarians Arrows Knight Cannon Fireball
Arrows Cannon Fireball Knight Barbarians Baby Dragon
Arrows Baby Dragon Knight Cannon Barbarians Fireball
Barbarians Cannon
Arrows Knight Cannon Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Fireball
Fireball Arrows Knight Baby Dragon Miner
Barbarians Knight
Knight Barbarians Fireball
Barbarians Knight Cannon
Arrows Fireball Baby Dragon
Knight Barbarians Fireball
Knight Barbarians
Knight Barbarians Fireball Baby Dragon
Cannon Barbarians
Knight Barbarians
Arrows Barbarians Fireball
Barbarians Knight Cannon Fireball
Cannon Barbarians Fireball Baby Dragon
Barbarians Knight Fireball Baby Dragon
Arrows Cannon Barbarians Fireball Baby Dragon

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 Arrows Knight Baby Dragon
Arrows Fireball Baby Dragon Miner
Arrows Fireball Baby Dragon Miner
Arrows Knight Barbarians Fireball
Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Miner
Fireball
Miner Arrows Knight Fireball
Fireball Arrows Baby Dragon
Knight Fireball Baby Dragon Miner
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon Miner
Fireball Baby Dragon
Arrows Fireball
Arrows Barbarians Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Miner Baby Dragon
Fireball Arrows Baby Dragon Miner
Fireball Miner Arrows Baby Dragon
Arrows Fireball Baby Dragon
Fireball
Fireball
Arrows Fireball Miner
Arrows Fireball
Arrows Fireball
Barbarians Fireball
Fireball Arrows Baby Dragon
Arrows Fireball
Fireball Miner Knight Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Miner

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