My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

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

Missing

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 Firecracker Elixir Golem Elixir Collector

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

The Log

Punishments

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

Elixir Golem

Pump responses

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

Elixir Collector

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 Elixir 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.

Electro Spirit Firecracker

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 Elixir Golem
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Electro Spirit Knight Firecracker Elixir Golem
The Log
Skeletons Electro Spirit Firecracker Elixir Golem
Earthquake
Skeletons Firecracker Elixir Golem Elixir Collector
Arrows
Skeletons Electro Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Knight Firecracker Elixir Golem
Fireball
Firecracker Elixir Golem Elixir Collector
Poison
Firecracker Elixir Golem Elixir Collector
Lightning
Knight Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker The Log

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 Knight Elixir Golem Elixir Collector

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit The Log Knight Firecracker Elixir Golem Elixir Collector

Shortest cycle

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

4 Mirror Skeletons Electro Spirit The Log

Attack Synergies 3 4

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
Knight
Firecracker The Log
Firecracker
Knight Elixir Golem Mirror
Elixir Golem
Firecracker Mirror The Log
Elixir Collector
Mirror
The Log Firecracker Elixir Golem
The Log
Mirror Knight Elixir Golem

Defense Synergies 2 8

Skeletons
Electro Spirit Knight Firecracker The Log
Electro Spirit
Skeletons The Log
Knight
Firecracker Skeletons The Log
Firecracker
Knight The Log Skeletons Mirror
Elixir Golem
Elixir Collector
Mirror
Firecracker The Log
The Log
Firecracker Skeletons Electro Spirit Knight Mirror

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 Firecracker The Log
Skeletons Knight Firecracker The Log
Skeletons Knight
Skeletons Knight Firecracker
Firecracker The Log
The Log Skeletons Electro Spirit Firecracker
Electro Spirit Firecracker
Electro Spirit The Log
Skeletons
Knight Skeletons Firecracker
Skeletons Electro Spirit Knight Firecracker The Log
Firecracker
Skeletons Knight The Log
Electro Spirit Firecracker The Log
Knight
The Log
Skeletons Knight Firecracker
Electro Spirit Knight Firecracker The Log
The Log Electro Spirit Knight Firecracker
Electro Spirit Knight Firecracker The Log

Counters to secondary win conditions

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

Knight Skeletons
Knight Firecracker The Log
Skeletons Knight The Log
Knight The Log
Skeletons Knight
Firecracker Skeletons Electro Spirit
Skeletons Knight
Knight
Skeletons Electro Spirit Knight Firecracker The Log
Skeletons
Knight
The Log
Skeletons Knight
Firecracker
Skeletons Electro Spirit Knight Firecracker The Log
Electro Spirit Firecracker The Log
Electro Spirit

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.)

Knight Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Electro Spirit
Firecracker The Log
The Log Firecracker
The Log Firecracker
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Electro Spirit
Firecracker The Log
The Log
Firecracker The Log
Firecracker
Electro Spirit Firecracker
The Log
Electro Spirit Firecracker
Firecracker The Log
Electro Spirit
Firecracker
The Log
Knight Firecracker
The Log Firecracker
Firecracker
Electro Spirit Firecracker The Log
Firecracker
Firecracker The Log
Firecracker

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