My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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!
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.

Firecracker 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.

Firecracker Wizard Giant Skeleton Royal Ghost Bandit Skeleton King

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rage

Punishments

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

Royal Hogs Royal Ghost Bandit

Pump responses

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

Missing

Dropped at the bridge

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

Royal Hogs Giant Skeleton Royal Ghost Bandit Skeleton King

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 Hogs Giant Skeleton Royal Ghost Bandit

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 Hogs Giant Skeleton Bandit Skeleton King
Giant Snowball
Royal Hogs Skeleton King
Zap
Firecracker Royal Hogs Bandit Skeleton King
Barbarian Barrel
Firecracker Wizard Royal Hogs Giant Skeleton Royal Ghost Bandit Skeleton King
The Log
Firecracker Royal Hogs Giant Skeleton Bandit Skeleton King
Earthquake
Firecracker Royal Hogs Skeleton King
Arrows
Firecracker Royal Hogs Skeleton King
Royal Delivery
Firecracker Wizard Royal Hogs Giant Skeleton Royal Ghost Bandit Skeleton King
Fireball
Firecracker Wizard Royal Hogs Bandit Skeleton King
Poison
Firecracker Wizard Royal Hogs Skeleton King
Lightning
Wizard Bandit Skeleton King
Rocket
Wizard Royal Hogs Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Royal Ghost Skeleton King

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.

Rage Giant Skeleton Royal Ghost

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.

Rage Firecracker Royal Ghost Bandit Skeleton King Wizard Royal Hogs Giant Skeleton

Shortest cycle

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

11 Rage Firecracker Royal Ghost Bandit

Attack Synergies 0 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.

Firecracker
Royal Hogs Giant Skeleton Bandit
Wizard
Royal Hogs Rage Giant Skeleton Royal Ghost Bandit
Royal Hogs
Firecracker Wizard Bandit
Rage
Wizard Giant Skeleton
Giant Skeleton
Firecracker Wizard Rage Bandit
Royal Ghost
Wizard Bandit
Bandit
Firecracker Wizard Royal Hogs Giant Skeleton Royal Ghost
Skeleton King

Defense Synergies 0 6

Firecracker
Giant Skeleton Bandit
Wizard
Giant Skeleton Royal Ghost Bandit Skeleton King
Royal Hogs
Rage
Giant Skeleton
Firecracker Wizard
Royal Ghost
Wizard
Bandit
Firecracker Wizard
Skeleton King
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.

Firecracker Wizard
Firecracker Bandit
Giant Skeleton Bandit
Firecracker Bandit Skeleton King
Firecracker Giant Skeleton
Firecracker Royal Ghost Bandit
Firecracker Wizard
Giant Skeleton Bandit
Skeleton King
Firecracker Giant Skeleton Royal Ghost Bandit
Firecracker Wizard Giant Skeleton Royal Ghost Bandit Skeleton King
Firecracker Wizard
Wizard Giant Skeleton Bandit
Wizard Firecracker Royal Ghost Skeleton King
Bandit Skeleton King
Bandit
Wizard Firecracker
Firecracker Wizard Royal Ghost Bandit
Wizard Firecracker Giant Skeleton Royal Ghost Bandit
Wizard Royal Ghost Firecracker Giant Skeleton Bandit

Counters to secondary win conditions

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

Giant Skeleton Royal Ghost Bandit
Bandit Firecracker Wizard Royal Ghost
Giant Skeleton Bandit
Giant Skeleton Bandit
Giant Skeleton Bandit
Firecracker Wizard
Giant Skeleton Bandit
Giant Skeleton
Giant Skeleton Firecracker Bandit
Giant Skeleton
Giant Skeleton
Giant Skeleton Wizard Bandit Skeleton King
Wizard Firecracker
Firecracker Giant Skeleton Skeleton King
Firecracker Wizard Giant Skeleton Royal Ghost Skeleton King

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.)

Firecracker Giant Skeleton Royal Ghost Bandit
Firecracker Royal Ghost Bandit
Giant Skeleton Bandit
Firecracker Giant Skeleton
Wizard Firecracker
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard
Giant Skeleton
Wizard
Firecracker Wizard
Firecracker Wizard Royal Ghost Bandit
Wizard Bandit
Firecracker Bandit
Firecracker Wizard
Firecracker Wizard
Wizard Bandit
Firecracker
Giant Skeleton
Firecracker Wizard
Bandit
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Skeleton King
Giant Skeleton
Firecracker
Firecracker Giant Skeleton Skeleton King
Firecracker
Firecracker Giant Skeleton Royal Ghost Bandit

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