My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers Minions Musketeer

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.

Bomber Archers Elixir Golem Musketeer Royal Ghost Lava Hound

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel Lava Hound

Damage spells

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

Missing

Punishments

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

Elixir Golem Goblin Barrel Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elixir Golem Royal Ghost Lava Hound

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 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
Bomber Archers Minions Elixir Golem Goblin Barrel Lava Hound
Giant Snowball
Bomber Archers Minions Musketeer Goblin Barrel Lava Hound
Zap
Bomber Archers Minions Goblin Barrel Lava Hound
Barbarian Barrel
Bomber Archers Elixir Golem Musketeer Goblin Barrel Royal Ghost
The Log
Bomber Archers Elixir Golem Musketeer Goblin Barrel
Earthquake
Bomber Archers Elixir Golem Goblin Barrel
Arrows
Bomber Archers Minions Goblin Barrel Lava Hound
Royal Delivery
Bomber Archers Minions Elixir Golem Musketeer Goblin Barrel Royal Ghost Lava Hound
Fireball
Bomber Archers Minions Elixir Golem Musketeer Goblin Barrel Lava Hound
Poison
Bomber Archers Minions Elixir Golem Musketeer Lava Hound
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Elixir 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.

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.

Minions Musketeer Goblin Barrel Lava Hound

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Minions Elixir Golem Goblin Barrel Royal Ghost Musketeer Lava Hound

Shortest cycle

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

11 Bomber Archers Minions Elixir Golem

Attack Synergies 1 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.

Bomber
Minions Elixir Golem
Archers
Elixir Golem Royal Ghost Lava Hound
Minions
Lava Hound Bomber Elixir Golem
Elixir Golem
Bomber Archers Minions Musketeer Goblin Barrel Royal Ghost
Musketeer
Elixir Golem Royal Ghost
Goblin Barrel
Elixir Golem Royal Ghost Lava Hound
Royal Ghost
Archers Elixir Golem Musketeer Goblin Barrel
Lava Hound
Minions Archers Goblin Barrel

Defense Synergies 0 4

Bomber
Royal Ghost
Archers
Minions
Minions
Archers Musketeer
Elixir Golem
Musketeer
Minions Royal Ghost
Goblin Barrel
Royal Ghost
Bomber Musketeer
Lava Hound

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.

Bomber Minions Musketeer
Bomber Minions Musketeer
Bomber Archers Minions Musketeer
Bomber Minions Musketeer
Bomber
Bomber Archers Minions Musketeer Royal Ghost
Minions Musketeer Archers
Musketeer
Minions Musketeer
Bomber Archers Musketeer Royal Ghost
Archers Minions Bomber Musketeer Royal Ghost
Minions Musketeer Archers
Bomber Minions Musketeer
Bomber Minions Royal Ghost
Bomber Minions Musketeer
Bomber Archers Minions Musketeer Royal Ghost
Bomber Archers Minions Musketeer Royal Ghost
Musketeer
Bomber Royal Ghost Archers Minions Musketeer

Counters to secondary win conditions

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

Archers Royal Ghost
Bomber Archers Musketeer Royal Ghost
Minions Musketeer
Musketeer
Musketeer
Archers Minions Musketeer
Archers Minions Musketeer
Minions
Musketeer
Minions Musketeer
Bomber Archers Musketeer
Bomber Archers Minions Musketeer
Minions Bomber Archers Musketeer 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.)

Musketeer Royal Ghost
Musketeer Royal Ghost
Musketeer
Bomber
Minions Musketeer
Bomber Archers Musketeer
Minions Musketeer
Musketeer
Archers Musketeer
Musketeer
Minions Musketeer
Musketeer
Bomber Musketeer
Musketeer
Bomber Minions
Bomber Archers Musketeer
Bomber
Minions Musketeer
Musketeer
Musketeer
Bomber
Musketeer Royal Ghost
Musketeer
Musketeer
Archers Musketeer
Minions Musketeer
Bomber Musketeer
Archers Minions Musketeer
Archers Musketeer
Musketeer
Bomber Musketeer
Musketeer
Minions Musketeer
Musketeer
Musketeer Royal Ghost

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