My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Magic Archer

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.

Royal Giant Royal Ghost Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Lightning

Punishments

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

Royal Giant Wall Breakers Royal Ghost

Pump responses

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

Lightning

Dropped at the bridge

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

Goblins Royal Giant Wall Breakers Royal Ghost Magic Archer

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.

Royal Ghost Electro Wizard Magic Archer

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
Royal Giant Wall Breakers
Giant Snowball
Goblins Wall Breakers
Zap
Goblins Royal Giant Wall Breakers
Barbarian Barrel
Goblins Wall Breakers Royal Ghost Electro Wizard Magic Archer
The Log
Goblins Royal Giant Wall Breakers
Earthquake
Arrows
Goblins Wall Breakers
Royal Delivery
Goblins Wall Breakers Royal Ghost Electro Wizard Magic Archer
Fireball
Wall Breakers Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Magic Archer

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.

Royal Ghost

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.

Goblins Electro Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Wall Breakers Royal Ghost Electro Wizard Magic Archer Royal Giant Lightning

Shortest cycle

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

7 Mirror Goblins Wall Breakers Royal Ghost

Attack Synergies 1 14

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.

Goblins
Royal Giant
Royal Giant
Lightning Goblins Mirror Royal Ghost Electro Wizard Magic Archer
Mirror
Royal Giant Wall Breakers Lightning Royal Ghost Magic Archer
Wall Breakers
Mirror Royal Ghost Electro Wizard
Lightning
Royal Giant Mirror
Royal Ghost
Royal Giant Mirror Wall Breakers Electro Wizard Magic Archer
Electro Wizard
Royal Giant Wall Breakers Royal Ghost Magic Archer
Magic Archer
Royal Giant Mirror Royal Ghost Electro Wizard

Defense Synergies 0 6

Goblins
Electro Wizard Magic Archer
Royal Giant
Mirror
Electro Wizard Magic Archer
Wall Breakers
Lightning
Royal Ghost
Electro Wizard
Electro Wizard
Goblins Mirror Royal Ghost Magic Archer
Magic Archer
Goblins Mirror Electro Wizard

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 Electro Wizard Magic Archer
Goblins Electro Wizard
Goblins Lightning Electro Wizard
Goblins Electro Wizard
Lightning
Goblins Royal Ghost Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Goblins
Goblins Royal Ghost Electro Wizard
Goblins Electro Wizard Royal Ghost Magic Archer
Electro Wizard Magic Archer
Lightning Electro Wizard
Goblins Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Lightning Electro Wizard
Goblins Electro Wizard
Goblins Royal Ghost Electro Wizard Magic Archer
Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Royal Ghost Goblins Electro Wizard

Counters to secondary win conditions

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

Goblins Royal Ghost Electro Wizard
Electro Wizard Lightning Royal Ghost Magic Archer
Goblins Lightning Electro Wizard
Lightning Electro Wizard
Electro Wizard Magic Archer
Goblins Lightning Electro Wizard
Lightning Electro Wizard Goblins Magic Archer
Lightning Electro Wizard
Lightning
Magic Archer
Electro Wizard Goblins Lightning Magic Archer
Royal Ghost Electro Wizard Magic Archer

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.)

Lightning Magic Archer Royal Ghost
Royal Ghost Electro Wizard Magic Archer
Lightning Magic Archer
Lightning
Magic Archer
Magic Archer
Magic Archer
Lightning Magic Archer
Lightning
Lightning Goblins Electro Wizard
Lightning Electro Wizard Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning
Lightning
Lightning Electro Wizard Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning
Lightning
Lightning
Magic Archer
Lightning Royal Ghost Electro Wizard Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard
Lightning
Lightning Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Magic Archer
Lightning
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Royal Ghost Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: