My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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

Defensive buildings

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

Cannon Mortar

Investments

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

Bats Knight

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

Arrows Rocket

Punishments

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

Mortar Goblin Barrel

Pump responses

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

Rocket Goblin Barrel

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

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.

Goblin Barrel

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 Goblin Barrel
Giant Snowball
Bats Cannon Barbarians Goblin Barrel
Zap
Bats Cannon Mortar Goblin Barrel
Barbarian Barrel
Knight Cannon Mortar Barbarians Goblin Barrel
The Log
Cannon Barbarians Goblin Barrel
Earthquake
Cannon Mortar Barbarians Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Knight Barbarians Goblin Barrel
Fireball
Cannon Mortar Barbarians Goblin Barrel
Poison
Bats Cannon Mortar Barbarians
Lightning
Knight Cannon Mortar
Rocket
Mortar Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Rocket

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 Arrows Knight Rocket

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.

Goblin Barrel

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 Goblin Barrel

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 Arrows Knight Cannon Goblin Barrel Mortar Barbarians Rocket

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 3 6

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
Knight Mortar Goblin Barrel
Arrows
Knight Mortar Goblin Barrel
Knight
Bats Mortar Goblin Barrel Arrows
Cannon
Mortar
Knight Bats Arrows Rocket
Barbarians
Rocket
Mortar
Goblin Barrel
Knight Bats Arrows

Defense Synergies 2 8

Bats
Knight Cannon Mortar
Arrows
Knight Cannon Mortar Barbarians
Knight
Bats Cannon Arrows Mortar
Cannon
Knight Bats Arrows Rocket
Mortar
Bats Arrows Knight
Barbarians
Arrows
Rocket
Cannon
Goblin Barrel

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.

Rocket Knight Cannon Mortar
Barbarians Bats Knight Cannon Mortar
Cannon Mortar Barbarians Rocket Bats Knight
Cannon Barbarians Bats Knight Mortar
Arrows Barbarians Rocket
Arrows Bats Cannon
Bats Rocket Arrows Cannon Mortar
Rocket Arrows Cannon Barbarians
Cannon Barbarians Mortar
Knight Cannon Barbarians
Bats Barbarians Arrows Knight Cannon
Arrows Bats
Cannon Mortar Barbarians Bats Knight Rocket
Rocket Bats Arrows Cannon Mortar Barbarians
Barbarians Knight Cannon Mortar
Barbarians Rocket Cannon Mortar
Barbarians Bats Arrows Knight Cannon Mortar
Arrows Cannon Mortar Bats Knight Barbarians
Arrows Mortar Bats Knight Cannon Barbarians
Barbarians Cannon Mortar
Bats Arrows Knight Cannon Barbarians

Counters to secondary win conditions

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

Knight Barbarians
Arrows Knight Mortar Rocket
Barbarians Bats Knight Rocket
Rocket Bats Knight Barbarians
Barbarians Knight Cannon
Arrows Rocket Bats
Rocket Bats Knight Barbarians
Knight Barbarians
Rocket Bats Knight Mortar Barbarians
Cannon Barbarians
Bats Knight Barbarians
Rocket Arrows Barbarians
Barbarians Rocket Knight Cannon
Cannon Barbarians
Barbarians Bats Knight Mortar Rocket
Bats Arrows Cannon Barbarians

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 Rocket
Arrows Mortar
Rocket Arrows
Arrows Knight Barbarians Rocket
Rocket Arrows Mortar
Arrows Bats Rocket
Arrows Mortar
Arrows
Arrows Mortar
Rocket Bats
Rocket Arrows Knight Mortar
Arrows Rocket
Rocket Knight Mortar
Arrows Mortar Rocket
Arrows Mortar
Rocket Arrows Mortar
Arrows Mortar Rocket
Arrows Mortar Rocket
Bats Rocket
Rocket Arrows Mortar
Rocket Arrows Mortar
Rocket
Rocket Arrows
Rocket
Rocket Arrows Mortar Barbarians
Arrows Mortar
Arrows Mortar
Arrows Mortar
Rocket Arrows Mortar
Bats Arrows
Rocket Bats
Arrows Mortar Rocket
Rocket Arrows
Rocket Arrows
Bats Barbarians Rocket
Rocket Arrows
Arrows
Knight Rocket
Arrows Mortar
Rocket Arrows
Bats Rocket
Bats Rocket
Mortar Rocket

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