My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

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 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.

Skeletons Golem

Offensive cards

Win conditions

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

Wall Breakers Golem

Damage spells

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

Fireball Lightning

Punishments

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

Wall Breakers

Pump responses

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

Fireball Lightning

Dropped at the bridge

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

Barbarians Wall Breakers Golem

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
Skeletons Wall Breakers
Giant Snowball
Skeletons Cannon Barbarians Wall Breakers
Zap
Skeletons Cannon Inferno Tower Wall Breakers
Barbarian Barrel
Skeletons Cannon Barbarians Inferno Tower Wall Breakers
The Log
Skeletons Cannon Barbarians Wall Breakers
Earthquake
Skeletons Cannon Barbarians Inferno Tower
Arrows
Skeletons Wall Breakers
Royal Delivery
Skeletons Barbarians Wall Breakers
Fireball
Cannon Barbarians Inferno Tower Wall Breakers
Poison
Cannon Barbarians Inferno Tower
Lightning
Cannon Inferno Tower
Rocket
Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Inferno Tower Golem

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Wall Breakers Cannon Fireball Barbarians Inferno Tower Lightning Golem

Shortest cycle

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

10 Skeletons Wall Breakers Cannon Fireball

Attack Synergies 2 1

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.

Skeletons
Cannon
Barbarians
Fireball
Golem Wall Breakers
Inferno Tower
Wall Breakers
Fireball
Lightning
Golem
Golem
Fireball Lightning

Defense Synergies 1 4

Skeletons
Cannon Inferno Tower
Cannon
Skeletons Fireball Inferno Tower
Barbarians
Fireball
Cannon Inferno Tower
Inferno Tower
Skeletons Cannon Fireball
Wall Breakers
Lightning
Golem

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.

Lightning Cannon Fireball Inferno Tower
Barbarians Inferno Tower Skeletons Cannon
Cannon Barbarians Inferno Tower Skeletons Lightning
Cannon Barbarians Inferno Tower Skeletons
Lightning Barbarians Fireball
Fireball Skeletons Cannon
Inferno Tower Lightning Cannon Fireball
Lightning Cannon Barbarians Fireball Inferno Tower
Cannon Barbarians Inferno Tower Skeletons
Skeletons Cannon Barbarians Inferno Tower
Barbarians Skeletons Cannon Fireball
Inferno Tower Fireball
Cannon Barbarians Inferno Tower Skeletons Fireball Lightning
Fireball Cannon Barbarians
Barbarians Inferno Tower Cannon
Barbarians Inferno Tower Cannon Fireball Lightning
Barbarians Skeletons Cannon Fireball Inferno Tower
Cannon Fireball Barbarians
Cannon Barbarians Fireball
Barbarians Cannon Inferno Tower
Cannon Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Skeletons Fireball Inferno Tower
Fireball Lightning
Barbarians Skeletons Inferno Tower Lightning
Lightning Barbarians Fireball Inferno Tower
Barbarians Inferno Tower Skeletons Cannon
Fireball Skeletons
Skeletons Barbarians Fireball Inferno Tower Lightning
Inferno Tower Barbarians
Lightning Skeletons Barbarians Fireball Inferno Tower
Inferno Tower Skeletons Cannon Barbarians
Barbarians Inferno Tower
Lightning Barbarians Fireball
Barbarians Lightning Skeletons Cannon Fireball Inferno Tower
Cannon Barbarians Fireball
Barbarians Inferno Tower Skeletons Fireball Lightning
Cannon Barbarians Fireball 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.)

Fireball Lightning
Fireball
Lightning Fireball
Lightning Barbarians Fireball
Fireball
Fireball
Fireball Lightning
Fireball Lightning
Lightning Fireball
Lightning Fireball
Fireball Lightning
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning
Lightning Barbarians Fireball
Fireball
Fireball Lightning
Fireball Lightning
Fireball Lightning
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Fireball Lightning
Lightning Barbarians Fireball
Fireball Lightning
Fireball
Fireball Lightning
Fireball Lightning
Lightning Fireball
Fireball Lightning
Fireball Lightning
Lightning Fireball

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