My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Zappies Wizard

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.

Battle Ram Zappies Wizard Balloon Golem Royal Ghost

Offensive cards

Win conditions

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

Battle Ram Balloon Golem

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.

Battle Ram Balloon 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.

Battle Ram Balloon Golem 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.

Balloon Golem 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 Skeleton Army Balloon
Giant Snowball
Battle Ram Zappies Skeleton Army Balloon
Zap
Battle Ram Zappies Skeleton Army Balloon
Barbarian Barrel
Battle Ram Zappies Wizard Skeleton Army Royal Ghost
The Log
Battle Ram Zappies Skeleton Army
Earthquake
Zappies Skeleton Army
Arrows
Zappies Skeleton Army
Royal Delivery
Battle Ram Zappies Wizard Skeleton Army Balloon Royal Ghost
Fireball
Battle Ram Zappies Wizard Skeleton Army Balloon
Poison
Zappies Wizard Skeleton Army Balloon
Lightning
Battle Ram Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Golem 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.

Skeleton Army

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.

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.

Skeleton Army Royal Ghost Battle Ram Zappies Wizard Balloon Lightning Golem

Shortest cycle

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

14 Skeleton Army Royal Ghost Battle Ram Zappies

Attack Synergies 1 11

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.

Battle Ram
Zappies Lightning Royal Ghost
Zappies
Battle Ram Balloon Golem Royal Ghost
Wizard
Balloon Golem Royal Ghost
Skeleton Army
Balloon
Zappies Wizard Golem Royal Ghost
Lightning
Golem Battle Ram
Golem
Lightning Zappies Wizard Balloon
Royal Ghost
Battle Ram Zappies Wizard Balloon

Defense Synergies 0 3

Battle Ram
Zappies
Skeleton Army
Wizard
Skeleton Army Royal Ghost
Skeleton Army
Zappies Wizard
Balloon
Lightning
Golem
Royal Ghost
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 Zappies Wizard
Skeleton Army Zappies
Skeleton Army Zappies Lightning
Skeleton Army Zappies
Lightning Skeleton Army
Skeleton Army Zappies Royal Ghost
Lightning Zappies Wizard
Lightning
Zappies Skeleton Army
Skeleton Army Zappies Royal Ghost
Skeleton Army Zappies Wizard Royal Ghost
Zappies Wizard
Skeleton Army Zappies Wizard Lightning
Wizard Skeleton Army Zappies Royal Ghost
Skeleton Army Zappies
Skeleton Army Zappies Lightning
Wizard Zappies Skeleton Army
Zappies Wizard Skeleton Army Royal Ghost
Wizard Zappies Royal Ghost
Zappies
Wizard Skeleton Army Royal Ghost Zappies

Counters to secondary win conditions

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

Skeleton Army Zappies Royal Ghost
Wizard Lightning Royal Ghost
Zappies Skeleton Army Lightning
Skeleton Army Lightning Zappies
Zappies Skeleton Army
Wizard Zappies
Skeleton Army Zappies Lightning
Zappies Skeleton Army
Lightning Zappies Skeleton Army
Zappies Skeleton Army
Zappies
Skeleton Army Lightning
Skeleton Army Lightning Zappies Wizard
Wizard Zappies Skeleton Army
Zappies Skeleton Army Lightning
Zappies Wizard 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.)

Lightning Royal Ghost
Royal Ghost
Lightning
Lightning
Wizard
Wizard
Wizard
Wizard Lightning
Wizard Lightning
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Lightning
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Lightning Wizard
Lightning
Lightning
Wizard
Wizard Lightning Royal Ghost
Lightning Wizard
Lightning
Lightning Wizard
Lightning Zappies Wizard
Lightning
Lightning Wizard
Lightning Zappies
Wizard Lightning
Lightning Zappies Skeleton Army
Lightning Zappies Wizard
Lightning Wizard
Wizard Lightning
Lightning
Zappies Lightning
Zappies Lightning
Lightning Royal Ghost

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