My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

Defensive buildings

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

Cannon

Investments

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

Skeletons Knight Baby Dragon

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Electro Spirit Knight Baby Dragon

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.

Electro Spirit 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
Skeletons Goblin Barrel
Giant Snowball
Skeletons Cannon Goblin Barrel Baby Dragon
Zap
Skeletons Cannon Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Knight Cannon Goblin Barrel
The Log
Skeletons Electro Spirit Cannon Goblin Barrel
Earthquake
Skeletons Cannon Goblin Barrel
Arrows
Skeletons Electro Spirit Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Knight Goblin Barrel Baby Dragon
Fireball
Cannon Goblin Barrel Baby Dragon
Poison
Cannon
Lightning
Knight Cannon Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Baby Dragon

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.

Electro Spirit Arrows Knight Baby Dragon

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 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.

Fireball 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.

Skeletons Electro Spirit Arrows Knight Cannon Goblin Barrel Fireball Baby Dragon

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Knight

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.

Skeletons
Electro Spirit
Fireball
Arrows
Fireball Knight Goblin Barrel
Knight
Goblin Barrel Baby Dragon Arrows Fireball
Cannon
Fireball
Arrows Electro Spirit Knight Baby Dragon
Goblin Barrel
Knight Arrows Baby Dragon
Baby Dragon
Knight Fireball Goblin Barrel

Defense Synergies 2 11

Skeletons
Cannon Electro Spirit Knight Baby Dragon
Electro Spirit
Skeletons Baby Dragon
Arrows
Knight Cannon Fireball
Knight
Cannon Skeletons Arrows Fireball Baby Dragon
Cannon
Skeletons Knight Arrows Fireball Baby Dragon
Fireball
Arrows Knight Cannon
Goblin Barrel
Baby Dragon
Skeletons Electro Spirit Knight Cannon

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 Fireball Baby Dragon
Skeletons Knight Cannon
Cannon Skeletons Knight
Cannon Skeletons Knight
Arrows Fireball
Arrows Fireball Skeletons Electro Spirit Cannon Baby Dragon
Electro Spirit Arrows Cannon Fireball Baby Dragon
Electro Spirit Arrows Cannon Fireball Baby Dragon
Cannon Skeletons
Knight Skeletons Cannon
Skeletons Electro Spirit Arrows Knight Cannon Fireball Baby Dragon
Arrows Fireball Baby Dragon
Cannon Skeletons Knight Fireball
Fireball Electro Spirit Arrows Cannon Baby Dragon
Knight Cannon
Cannon Fireball
Skeletons Arrows Knight Cannon Fireball
Arrows Cannon Fireball Electro Spirit Knight Baby Dragon
Arrows Baby Dragon Electro Spirit Knight Cannon Fireball
Cannon
Electro Spirit Arrows Knight Cannon Fireball Baby Dragon

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Arrows Knight Baby Dragon
Skeletons Knight
Knight Fireball
Skeletons Knight Cannon
Arrows Fireball Skeletons Electro Spirit Baby Dragon
Skeletons Knight Fireball
Knight
Skeletons Electro Spirit Knight Fireball Baby Dragon
Skeletons Cannon
Knight
Arrows Fireball
Skeletons Knight Cannon Fireball
Cannon Fireball Baby Dragon
Skeletons Electro Spirit Knight Fireball Baby Dragon
Arrows Electro Spirit Cannon Fireball Baby Dragon

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 Arrows Knight Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Knight Fireball
Fireball Arrows Baby Dragon
Arrows Fireball Electro Spirit Baby Dragon
Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball
Arrows Knight Fireball
Fireball Arrows Baby Dragon
Knight Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Baby Dragon
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Electro Spirit Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Arrows Baby Dragon
Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Electro Spirit Fireball
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball
Arrows Fireball
Electro Spirit Fireball
Fireball Arrows Baby Dragon
Arrows Fireball
Fireball Knight Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Electro Spirit Fireball Baby Dragon
Fireball
Fireball Baby Dragon

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