My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro 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.

Knight Firecracker Battle Ram Royal Ghost Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball Rage

Punishments

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

Battle Ram Royal Ghost Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Battle Ram Royal Ghost Bandit

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.

Firecracker Royal Ghost Bandit Electro Wizard

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 Bandit
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram Bandit
Barbarian Barrel
Knight Firecracker Battle Ram Royal Ghost Bandit Electro Wizard
The Log
Firecracker Battle Ram Bandit
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Battle Ram Royal Ghost Bandit Electro Wizard
Fireball
Firecracker Battle Ram Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Knight Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

Knight Battle Ram Rage 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

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Firecracker Royal Ghost Bandit Fireball Battle Ram Electro Wizard

Shortest cycle

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

11 Rage Knight Firecracker Royal Ghost

Attack Synergies 3 12

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.

Knight
Firecracker Battle Ram Fireball Electro Wizard
Firecracker
Knight Battle Ram Bandit
Fireball
Knight Battle Ram Electro Wizard
Battle Ram
Knight Bandit Firecracker Fireball Royal Ghost Electro Wizard
Rage
Electro Wizard
Royal Ghost
Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Firecracker Royal Ghost Electro Wizard
Electro Wizard
Knight Fireball Battle Ram Rage Royal Ghost Bandit

Defense Synergies 2 7

Knight
Firecracker Electro Wizard Fireball
Firecracker
Knight Bandit Electro Wizard
Fireball
Knight Bandit Electro Wizard
Battle Ram
Rage
Royal Ghost
Electro Wizard
Bandit
Firecracker Fireball Electro Wizard
Electro Wizard
Knight Firecracker Fireball Royal Ghost Bandit

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 Fireball Electro Wizard
Knight Firecracker Bandit Electro Wizard
Knight Bandit Electro Wizard
Knight Firecracker Bandit Electro Wizard
Firecracker Fireball
Fireball Firecracker Royal Ghost Bandit Electro Wizard
Electro Wizard Firecracker Fireball
Fireball Bandit Electro Wizard
Knight Firecracker Royal Ghost Bandit Electro Wizard
Electro Wizard Knight Firecracker Fireball Royal Ghost Bandit
Firecracker Fireball Electro Wizard
Knight Fireball Bandit Electro Wizard
Fireball Firecracker Royal Ghost Electro Wizard
Knight Bandit Electro Wizard
Fireball Bandit Electro Wizard
Knight Firecracker Fireball Electro Wizard
Fireball Knight Firecracker Royal Ghost Bandit Electro Wizard
Knight Firecracker Fireball Royal Ghost Bandit Electro Wizard
Electro Wizard
Royal Ghost Knight Firecracker Fireball Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight Firecracker Royal Ghost
Bandit Knight Electro Wizard
Knight Fireball Bandit Electro Wizard
Knight Bandit
Firecracker Fireball Electro Wizard
Knight Fireball Bandit Electro Wizard
Knight
Electro Wizard Knight Firecracker Fireball Bandit
Knight
Fireball Electro Wizard
Knight Fireball Bandit
Firecracker Fireball
Electro Wizard Knight Firecracker Fireball
Firecracker Fireball Royal Ghost Electro Wizard

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 Knight Firecracker Royal Ghost Bandit
Firecracker Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit
Knight Firecracker Fireball
Fireball Firecracker
Firecracker Fireball
Firecracker
Fireball Firecracker
Fireball Firecracker Bandit
Fireball Electro Wizard
Firecracker Knight Fireball Bandit Electro Wizard
Fireball Firecracker
Knight Firecracker Fireball Bandit
Firecracker Fireball Bandit
Firecracker Fireball
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Fireball
Firecracker Fireball Bandit Electro Wizard
Firecracker Fireball
Fireball
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit
Fireball Firecracker Bandit
Firecracker Fireball Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Fireball Bandit
Firecracker Fireball Electro Wizard
Firecracker Fireball
Electro Wizard Fireball Bandit
Fireball Firecracker Electro Wizard
Fireball
Fireball Knight Firecracker Electro Wizard
Firecracker Fireball
Fireball
Firecracker
Firecracker Fireball Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Fireball Royal Ghost Bandit Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: