My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Furnace

Defensive buildings

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

Furnace

Investments

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

Archers Royal Giant Furnace Giant Giant Skeleton Sparky

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Arrows Rage

Punishments

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

Royal Giant Giant

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.

Royal Giant Giant Giant Skeleton

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.

Giant Skeleton

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
Archers Royal Giant Giant Giant Skeleton Sparky
Giant Snowball
Archers Furnace
Zap
Archers Royal Giant Furnace Sparky
Barbarian Barrel
Archers Furnace Giant Skeleton Sparky
The Log
Archers Royal Giant Furnace Giant Skeleton Sparky
Earthquake
Archers Furnace
Arrows
Archers Furnace
Royal Delivery
Archers Giant Skeleton Sparky
Fireball
Archers Furnace Sparky
Poison
Archers Furnace Sparky
Lightning
Furnace Sparky
Rocket
Furnace Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Sparky

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 Rage Giant Skeleton Sparky

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.

Royal Giant

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.

Furnace

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.

Rage Archers Arrows Furnace Giant Royal Giant Giant Skeleton Sparky

Shortest cycle

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

12 Rage Archers Arrows Furnace

Attack Synergies 7 12

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.

Archers
Arrows Royal Giant Giant Giant Skeleton
Arrows
Royal Giant Giant Sparky Archers Giant Skeleton
Royal Giant
Arrows Furnace Archers Giant Skeleton Sparky
Furnace
Royal Giant Giant Giant Skeleton Sparky
Giant
Arrows Rage Sparky Archers Furnace
Rage
Giant Sparky Giant Skeleton
Giant Skeleton
Archers Arrows Royal Giant Furnace Rage Sparky
Sparky
Arrows Giant Rage Royal Giant Furnace Giant Skeleton

Defense Synergies 0 5

Archers
Furnace Giant Skeleton
Arrows
Furnace Giant Skeleton Sparky
Royal Giant
Furnace
Archers Arrows
Giant
Rage
Giant Skeleton
Archers Arrows
Sparky
Arrows

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.

Sparky
Sparky Furnace
Furnace Sparky Archers Giant Skeleton
Sparky Furnace
Arrows Giant Skeleton Sparky
Arrows Archers Furnace
Furnace Archers Arrows
Arrows Giant Skeleton Sparky
Sparky Furnace
Archers Giant Skeleton Sparky
Archers Arrows Furnace Giant Skeleton
Arrows Archers Furnace
Furnace Sparky Giant Skeleton
Sparky Arrows Furnace
Sparky Furnace
Furnace Sparky
Sparky Arrows Furnace
Arrows Archers Furnace
Arrows Furnace Archers Giant Skeleton
Sparky
Archers Arrows Furnace Giant Skeleton Sparky

Counters to secondary win conditions

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

Archers Furnace Giant Skeleton Sparky
Archers Arrows
Giant Skeleton Furnace Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky
Arrows Furnace Archers
Sparky Archers Furnace Giant Skeleton
Giant Skeleton Sparky
Giant Skeleton Sparky
Sparky
Giant Skeleton Sparky
Arrows Giant Skeleton
Giant Skeleton Sparky
Archers Furnace Sparky
Sparky Archers Furnace Giant Skeleton
Arrows Archers Giant Skeleton Sparky

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 Giant Skeleton Sparky
Arrows
Arrows Giant Skeleton Sparky
Arrows Giant Skeleton Sparky
Arrows Furnace Sparky
Arrows Furnace
Archers Arrows Furnace Sparky
Arrows
Arrows
Sparky
Arrows Sparky
Archers Arrows
Sparky
Arrows
Arrows Furnace Sparky
Arrows Furnace Sparky
Arrows Furnace Sparky
Arrows Sparky
Sparky
Archers Arrows Sparky
Arrows
Giant Skeleton Sparky
Arrows
Sparky
Arrows
Arrows Furnace Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Archers Arrows Furnace Sparky
Sparky
Arrows Sparky
Arrows Sparky
Giant Skeleton Sparky
Arrows Sparky
Archers
Archers Arrows
Arrows
Sparky
Arrows
Arrows Giant Skeleton Sparky
Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky

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