My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

Defensive buildings

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

X-Bow

Investments

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

Battle Ram Electro Dragon X-Bow Royal Ghost

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel X-Bow Miner

Damage spells

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

Fireball

Punishments

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

Battle Ram Goblin Barrel X-Bow Miner Royal Ghost

Pump responses

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

Fireball Goblin Barrel Miner

Dropped at the bridge

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

Battle Ram X-Bow Royal Ghost

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.

Goblin Barrel Electro Dragon Miner Royal Ghost

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
Battle Ram Goblin Barrel Guards Miner
Giant Snowball
Battle Ram Goblin Barrel Guards Electro Dragon Miner
Zap
Battle Ram Goblin Barrel Guards X-Bow
Barbarian Barrel
Battle Ram Goblin Barrel Guards X-Bow Royal Ghost
The Log
Battle Ram Goblin Barrel Guards X-Bow
Earthquake
Goblin Barrel Guards X-Bow
Arrows
Goblin Barrel Guards
Royal Delivery
Battle Ram Goblin Barrel Guards Electro Dragon Miner Royal Ghost
Fireball
Battle Ram Goblin Barrel Electro Dragon X-Bow
Poison
Guards Electro Dragon X-Bow
Lightning
Battle Ram Electro Dragon X-Bow
Rocket
Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Dragon Royal Ghost

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.

Battle Ram Guards Miner 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Guards Miner Royal Ghost Fireball Battle Ram Electro Dragon X-Bow

Shortest cycle

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

12 Goblin Barrel Guards Miner Royal Ghost

Attack Synergies 2 10

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.

Fireball
X-Bow Battle Ram Miner
Battle Ram
Fireball Goblin Barrel Royal Ghost
Goblin Barrel
Battle Ram Guards Miner Royal Ghost
Guards
Miner Goblin Barrel X-Bow
Electro Dragon
Miner
X-Bow
Fireball Guards
Miner
Guards Fireball Goblin Barrel Electro Dragon Royal Ghost
Royal Ghost
Battle Ram Goblin Barrel Miner

Defense Synergies 1 3

Fireball
X-Bow Miner
Battle Ram
Goblin Barrel
Guards
Electro Dragon X-Bow
Electro Dragon
Guards
X-Bow
Fireball Guards
Miner
Fireball
Royal Ghost

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.

Fireball Electro Dragon X-Bow
Electro Dragon X-Bow
Electro Dragon
Guards Electro Dragon
Fireball X-Bow
Fireball Guards Electro Dragon X-Bow Royal Ghost
Fireball Electro Dragon X-Bow
Fireball Electro Dragon X-Bow
X-Bow
Guards Miner Royal Ghost
Guards Fireball Electro Dragon X-Bow Royal Ghost
Fireball Electro Dragon
Fireball Guards Electro Dragon X-Bow
Fireball Guards Electro Dragon X-Bow Royal Ghost
X-Bow
Fireball X-Bow
Fireball Electro Dragon X-Bow
Fireball Guards Electro Dragon X-Bow Royal Ghost
Fireball Guards Electro Dragon Royal Ghost
Royal Ghost Fireball Guards Electro Dragon

Counters to secondary win conditions

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

Guards Fireball X-Bow Royal Ghost
Fireball Electro Dragon X-Bow Miner Royal Ghost
Guards Electro Dragon
Guards Fireball X-Bow
Guards
Fireball Electro Dragon
Guards Fireball
Electro Dragon Fireball X-Bow
Guards
Guards Electro Dragon
Fireball Guards
Fireball Guards
Fireball Electro Dragon
Guards Electro Dragon Fireball X-Bow
Fireball Electro Dragon Royal Ghost

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 Guards Electro Dragon X-Bow Royal Ghost
Fireball Electro Dragon X-Bow Miner Royal Ghost
Fireball Electro Dragon X-Bow Miner
Fireball Guards
Fireball
Fireball Electro Dragon
Fireball X-Bow Electro Dragon
Fireball Miner Electro Dragon X-Bow
Fireball Guards Electro Dragon X-Bow
Miner Fireball Electro Dragon X-Bow
Fireball Electro Dragon
Fireball Miner
Fireball Electro Dragon X-Bow
Fireball X-Bow
X-Bow Fireball Electro Dragon
Fireball Electro Dragon X-Bow
Fireball
Fireball Electro Dragon X-Bow
Fireball Electro Dragon X-Bow Miner
Fireball X-Bow
Fireball
X-Bow
Fireball Electro Dragon X-Bow
Fireball Electro Dragon
Fireball X-Bow Miner Electro Dragon Royal Ghost
Fireball Electro Dragon X-Bow Miner
Fireball Miner X-Bow
Fireball Electro Dragon X-Bow
Electro Dragon Fireball Guards
Fireball
Fireball Electro Dragon X-Bow Miner
Fireball Electro Dragon
Fireball
Fireball Guards Electro Dragon X-Bow
Fireball Electro Dragon
Fireball
Fireball Miner Electro Dragon
Fireball Electro Dragon
Fireball
Electro Dragon
Electro Dragon Fireball Guards
Fireball Electro Dragon
Electro Dragon Fireball X-Bow Miner Royal Ghost

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