My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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.

Bats Archers Inferno Tower

Defensive buildings

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

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.

Bomber Bats Archers Knight Golem Mega Knight

Offensive cards

Win conditions

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

Golem

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.

Mega Knight

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 Golem Mega Knight

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.

Golem

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
Bomber Bats Archers
Giant Snowball
Bomber Bats Archers
Zap
Bomber Bats Archers Inferno Tower
Barbarian Barrel
Bomber Archers Knight Inferno Tower
The Log
Bomber Archers
Earthquake
Bomber Archers Inferno Tower
Arrows
Bomber Bats Archers
Royal Delivery
Bomber Bats Archers Knight
Fireball
Bomber Archers Inferno Tower
Poison
Bomber Bats Archers Inferno Tower
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mega Knight

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 Inferno Tower Golem Mega Knight

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.

Bomber Bats Archers Arrows Knight Inferno Tower Mega Knight Golem

Shortest cycle

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

10 Bomber Bats Archers Arrows

Attack Synergies 5 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.

Bomber
Golem Bats Knight Mega Knight
Bats
Knight Mega Knight Bomber Golem
Archers
Knight Arrows Golem Mega Knight
Arrows
Golem Archers Knight Mega Knight
Knight
Bats Archers Bomber Arrows
Inferno Tower
Golem
Bomber Arrows Bats Archers
Mega Knight
Bats Bomber Archers Arrows

Defense Synergies 5 8

Bomber
Knight Bats
Bats
Knight Bomber Inferno Tower Mega Knight
Archers
Knight Inferno Tower Mega Knight
Arrows
Mega Knight Knight Inferno Tower
Knight
Bomber Bats Archers Inferno Tower Arrows
Inferno Tower
Knight Bats Archers Arrows Mega Knight
Golem
Mega Knight
Arrows Bats Archers Inferno Tower

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.

Bomber Knight Inferno Tower
Inferno Tower Bomber Bats Knight Mega Knight
Inferno Tower Mega Knight Bomber Bats Archers Knight
Inferno Tower Bomber Bats Knight Mega Knight
Bomber Arrows Mega Knight
Arrows Bomber Bats Archers Mega Knight
Bats Inferno Tower Archers Arrows
Arrows Inferno Tower Mega Knight
Inferno Tower
Knight Bomber Archers Inferno Tower Mega Knight
Bats Archers Bomber Arrows Knight Mega Knight
Arrows Inferno Tower Bats Archers
Inferno Tower Mega Knight Bomber Bats Knight
Bomber Mega Knight Bats Arrows
Inferno Tower Knight Mega Knight
Inferno Tower Mega Knight
Mega Knight Bomber Bats Arrows Knight Inferno Tower
Arrows Mega Knight Bomber Bats Archers Knight
Arrows Bomber Bats Archers Knight Mega Knight
Inferno Tower
Bomber Mega Knight Bats Archers Arrows Knight

Counters to secondary win conditions

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

Knight Mega Knight Archers Inferno Tower
Bomber Archers Arrows Knight Mega Knight
Mega Knight Bats Knight Inferno Tower
Mega Knight Bats Knight Inferno Tower
Inferno Tower Knight Mega Knight
Arrows Bats Archers
Bats Archers Knight Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Bats Knight Inferno Tower
Inferno Tower
Mega Knight Bats Knight Inferno Tower
Mega Knight Arrows
Mega Knight Knight Inferno Tower
Bomber Archers Mega Knight
Inferno Tower Bomber Bats Archers Knight
Bats Arrows Mega Knight Bomber Archers Inferno Tower

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
Arrows
Arrows
Arrows Knight
Bomber Arrows Mega Knight
Arrows Bats
Bomber Archers Arrows
Arrows
Arrows
Bats
Arrows Knight
Archers Arrows
Knight
Arrows
Arrows
Bomber Arrows
Arrows Mega Knight
Arrows
Bomber Bats
Bomber Archers Arrows Mega Knight
Bomber Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Bomber Mega Knight
Arrows
Arrows Mega Knight
Arrows
Bats Archers Arrows
Bats
Bomber Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Archers
Archers Arrows
Arrows
Knight Mega Knight
Arrows Bomber
Arrows
Mega Knight
Bats
Bats
Mega Knight

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