My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Inferno Tower

Defensive buildings

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

Cannon Mortar Inferno Tower

Investments

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

Knight Fisherman Skeleton King

Offensive cards

Win conditions

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

Mortar

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.

Mortar

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 Mortar Barbarians Skeleton King

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
Fisherman Skeleton King
Giant Snowball
Cannon Barbarians Fisherman Skeleton King
Zap
Cannon Mortar Inferno Tower Fisherman Skeleton King
Barbarian Barrel
Knight Cannon Mortar Barbarians Inferno Tower Skeleton King
The Log
Cannon Barbarians Fisherman Skeleton King
Earthquake
Cannon Mortar Barbarians Inferno Tower Skeleton King
Arrows
Skeleton King
Royal Delivery
Knight Barbarians Fisherman Skeleton King
Fireball
Cannon Mortar Barbarians Inferno Tower Fisherman Skeleton King
Poison
Cannon Mortar Barbarians Inferno Tower Fisherman Skeleton King
Lightning
Knight Cannon Mortar Inferno Tower Fisherman Skeleton King
Rocket
Mortar Barbarians Inferno Tower Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Skeleton King

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 Inferno Tower

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Fisherman Mortar Skeleton King Barbarians Inferno Tower

Shortest cycle

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

12 Arrows Knight Cannon Fisherman

Attack Synergies 1 3

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 Mortar
Knight
Mortar Arrows
Cannon
Mortar
Knight Arrows Skeleton King
Barbarians
Inferno Tower
Fisherman
Skeleton King
Mortar

Defense Synergies 2 13

Arrows
Knight Cannon Mortar Barbarians Inferno Tower
Knight
Cannon Inferno Tower Arrows Mortar Fisherman
Cannon
Knight Arrows Inferno Tower
Mortar
Arrows Knight Inferno Tower Skeleton King
Barbarians
Arrows
Inferno Tower
Knight Arrows Cannon Mortar Fisherman Skeleton King
Fisherman
Knight Inferno Tower Skeleton King
Skeleton King
Mortar Inferno Tower Fisherman

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 Mortar Inferno Tower
Barbarians Inferno Tower Knight Cannon Mortar Fisherman
Cannon Mortar Barbarians Inferno Tower Fisherman Knight
Cannon Barbarians Inferno Tower Knight Mortar Fisherman Skeleton King
Arrows Barbarians
Arrows Cannon
Inferno Tower Arrows Cannon Mortar
Arrows Cannon Barbarians Inferno Tower
Cannon Barbarians Inferno Tower Mortar Fisherman Skeleton King
Knight Cannon Barbarians Inferno Tower Fisherman
Barbarians Arrows Knight Cannon Fisherman Skeleton King
Arrows Inferno Tower
Cannon Mortar Barbarians Inferno Tower Knight
Arrows Cannon Mortar Barbarians Skeleton King
Barbarians Inferno Tower Knight Cannon Mortar Skeleton King
Barbarians Inferno Tower Cannon Mortar Fisherman
Barbarians Arrows Knight Cannon Mortar Inferno Tower Fisherman
Arrows Cannon Mortar Knight Barbarians Fisherman
Arrows Mortar Knight Cannon Barbarians Fisherman
Barbarians Cannon Mortar Inferno Tower Fisherman
Arrows Knight Cannon Barbarians Fisherman

Counters to secondary win conditions

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

Knight Barbarians Inferno Tower Fisherman
Arrows Knight Mortar Fisherman
Barbarians Knight Inferno Tower Fisherman
Knight Barbarians Inferno Tower Fisherman
Barbarians Inferno Tower Knight Cannon Fisherman
Arrows
Knight Barbarians Inferno Tower
Inferno Tower Knight Barbarians Fisherman
Knight Mortar Barbarians Inferno Tower
Inferno Tower Cannon Barbarians
Knight Barbarians Inferno Tower
Arrows Barbarians
Barbarians Knight Cannon Inferno Tower Skeleton King
Cannon Barbarians
Barbarians Inferno Tower Knight Mortar Fisherman Skeleton King
Arrows Cannon Barbarians Inferno Tower Skeleton King

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 Mortar
Arrows Mortar Fisherman
Arrows
Arrows Knight Barbarians
Arrows Mortar
Arrows
Arrows Mortar
Arrows
Arrows Mortar Fisherman
Fisherman
Arrows Knight Mortar Fisherman
Arrows
Knight Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar
Arrows Mortar
Arrows Mortar
Fisherman
Arrows Mortar Fisherman
Arrows Mortar
Arrows
Fisherman
Arrows Mortar Barbarians
Arrows Mortar
Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows
Arrows Mortar
Arrows
Arrows
Barbarians
Arrows
Arrows
Knight
Arrows Mortar Skeleton King
Arrows
Skeleton King
Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: