My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Godly!
Versatility
Great!
F2P score
Great!

1 problems 5 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!
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 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 Witch

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 Royal Giant Musketeer Witch Bandit

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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.

Royal Giant Hog Rider 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 Giant Hog Rider 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.

Hog Rider 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
Bomber Archers Minions Royal Giant Hog Rider Bandit
Giant Snowball
Bomber Archers Minions Musketeer Hog Rider Witch
Zap
Bomber Archers Minions Royal Giant Witch Bandit
Barbarian Barrel
Bomber Archers Musketeer Witch Bandit
The Log
Bomber Archers Royal Giant Musketeer Hog Rider Witch Bandit
Earthquake
Bomber Archers Hog Rider Witch
Arrows
Bomber Archers Minions Witch
Royal Delivery
Bomber Archers Minions Musketeer Hog Rider Witch Bandit
Fireball
Bomber Archers Minions Musketeer Hog Rider Witch Bandit
Poison
Bomber Archers Minions Musketeer Witch
Lightning
Musketeer Witch Bandit
Rocket
Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

Ladder info

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.

Royal Giant

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 Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Minions Bandit Musketeer Hog Rider Witch Royal Giant

Shortest cycle

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

11 Bomber Archers Minions Bandit

Attack Synergies 4 15

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
Royal Giant Minions Hog Rider Bandit
Archers
Royal Giant Hog Rider Bandit
Minions
Royal Giant Hog Rider Bomber Bandit
Royal Giant
Bomber Minions Archers Musketeer Hog Rider Witch Bandit
Musketeer
Hog Rider Royal Giant Bandit
Hog Rider
Minions Musketeer Bomber Archers Royal Giant Witch Bandit
Witch
Royal Giant Hog Rider Bandit
Bandit
Bomber Archers Minions Royal Giant Musketeer Hog Rider Witch

Defense Synergies 0 8

Bomber
Bandit
Archers
Minions Witch Bandit
Minions
Archers Musketeer Bandit
Royal Giant
Musketeer
Minions Bandit
Hog Rider
Witch
Archers Bandit
Bandit
Bomber Archers Minions Musketeer Witch

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 Witch Bandit
Witch Bomber Archers Minions Musketeer Bandit
Witch Bomber Minions Musketeer Bandit
Bomber
Bomber Archers Minions Musketeer Bandit
Minions Musketeer Archers Witch
Musketeer Bandit
Witch Minions Musketeer
Bomber Archers Musketeer Bandit
Archers Minions Witch Bomber Musketeer Bandit
Minions Musketeer Archers Witch
Bomber Minions Musketeer Witch Bandit
Bomber Minions Witch
Bandit
Bandit
Bomber Minions Musketeer Witch
Bomber Archers Minions Musketeer Witch Bandit
Witch Bomber Archers Minions Musketeer Bandit
Musketeer
Bomber Archers Minions Musketeer Witch Bandit

Counters to secondary win conditions

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

Archers Witch Bandit
Bandit Bomber Archers Musketeer
Bandit Minions Musketeer Witch
Musketeer Bandit
Musketeer Witch Bandit
Archers Minions Musketeer Witch
Archers Minions Musketeer Witch Bandit
Minions Witch Bandit
Witch Musketeer
Minions Musketeer Witch
Witch Bandit
Bomber Archers Musketeer Witch
Witch Bomber Archers Minions Musketeer
Minions Bomber Archers Musketeer Witch

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 Bandit
Musketeer Bandit
Bandit
Musketeer
Bomber
Minions Musketeer Witch
Bomber Archers Musketeer Witch
Bandit
Minions Musketeer
Musketeer Bandit
Archers Musketeer
Musketeer Bandit
Minions Musketeer Bandit
Musketeer
Bomber Musketeer Witch Bandit
Musketeer Bandit
Bomber Minions
Bomber Archers Musketeer Bandit
Bomber Witch
Minions Musketeer
Musketeer
Musketeer
Bomber Witch
Witch
Musketeer Witch Bandit
Musketeer Witch Bandit
Musketeer Bandit
Archers Musketeer Witch
Minions Musketeer Witch
Bomber Musketeer Bandit
Archers Minions Musketeer Witch Bandit
Archers Musketeer Witch
Musketeer
Bomber Musketeer
Musketeer
Minions Musketeer Witch
Musketeer Witch
Musketeer Witch Bandit

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