My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!
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.

Electro Wizard Magic Archer Ram Rider

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.

Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Sparky Mega Knight

Offensive cards

Win conditions

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

Ram 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 Ghost Bandit Lumberjack Ram Rider Mega Knight

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 Ghost Bandit Magic Archer Lumberjack Ram Rider Mega Knight

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.

Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider

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
Bandit Ram Rider Sparky
Giant Snowball
Lumberjack Ram Rider
Zap
Bandit Ram Rider Sparky
Barbarian Barrel
Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Sparky
The Log
Bandit Lumberjack Ram Rider Sparky
Earthquake
Arrows
Royal Delivery
Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Sparky
Fireball
Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Sparky
Poison
Electro Wizard Magic Archer Sparky
Lightning
Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Sparky
Rocket
Magic Archer Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Magic Archer Sparky Mega Knight

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.

Royal Ghost Sparky Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Sparky Mega Knight

Shortest cycle

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

14 Royal Ghost Bandit Electro Wizard Magic Archer

Attack Synergies 1 22

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.

Royal Ghost
Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Mega Knight
Bandit
Royal Ghost Electro Wizard Magic Archer Lumberjack Ram Rider Mega Knight
Electro Wizard
Royal Ghost Bandit Magic Archer Lumberjack Ram Rider Sparky Mega Knight
Magic Archer
Ram Rider Royal Ghost Bandit Electro Wizard Lumberjack Mega Knight
Lumberjack
Royal Ghost Bandit Electro Wizard Magic Archer Ram Rider Sparky Mega Knight
Ram Rider
Magic Archer Royal Ghost Bandit Electro Wizard Lumberjack Mega Knight
Sparky
Electro Wizard Lumberjack
Mega Knight
Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider

Defense Synergies 0 15

Royal Ghost
Electro Wizard Mega Knight
Bandit
Electro Wizard Magic Archer Lumberjack Ram Rider Mega Knight
Electro Wizard
Royal Ghost Bandit Magic Archer Lumberjack Ram Rider Mega Knight
Magic Archer
Bandit Electro Wizard Lumberjack Ram Rider Mega Knight
Lumberjack
Bandit Electro Wizard Magic Archer Ram Rider
Ram Rider
Bandit Electro Wizard Magic Archer Lumberjack
Sparky
Mega Knight
Royal Ghost Bandit Electro Wizard Magic Archer

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.

Electro Wizard Magic Archer Ram Rider Sparky
Lumberjack Sparky Bandit Electro Wizard Ram Rider Mega Knight
Lumberjack Ram Rider Sparky Mega Knight Bandit Electro Wizard
Lumberjack Sparky Bandit Electro Wizard Ram Rider Mega Knight
Lumberjack Sparky Mega Knight
Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Mega Knight
Electro Wizard Ram Rider Magic Archer
Bandit Electro Wizard Magic Archer Ram Rider Sparky Mega Knight
Sparky Lumberjack
Royal Ghost Bandit Electro Wizard Lumberjack Sparky Mega Knight
Electro Wizard Royal Ghost Bandit Magic Archer Lumberjack Ram Rider Mega Knight
Electro Wizard Magic Archer Ram Rider
Lumberjack Sparky Mega Knight Bandit Electro Wizard Ram Rider
Sparky Mega Knight Royal Ghost Electro Wizard Magic Archer Lumberjack
Sparky Bandit Electro Wizard Lumberjack Ram Rider Mega Knight
Bandit Electro Wizard Lumberjack Ram Rider Sparky Mega Knight
Sparky Mega Knight Electro Wizard Lumberjack
Mega Knight Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider
Royal Ghost Bandit Electro Wizard Magic Archer Lumberjack Ram Rider Mega Knight
Sparky Electro Wizard Lumberjack Ram Rider
Royal Ghost Mega Knight Bandit Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Lumberjack Mega Knight Royal Ghost Bandit Electro Wizard Sparky
Bandit Electro Wizard Royal Ghost Magic Archer Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Electro Wizard Ram Rider Sparky
Lumberjack Mega Knight Bandit Electro Wizard Ram Rider Sparky
Bandit Lumberjack Ram Rider Sparky Mega Knight
Electro Wizard Magic Archer Ram Rider
Sparky Bandit Electro Wizard Lumberjack Ram Rider
Mega Knight Lumberjack Sparky
Electro Wizard Mega Knight Bandit Magic Archer Sparky
Sparky
Mega Knight Lumberjack Sparky
Mega Knight Electro Wizard
Mega Knight Bandit Lumberjack Ram Rider Sparky
Magic Archer Sparky Mega Knight
Electro Wizard Sparky Magic Archer Lumberjack
Mega Knight Royal Ghost Electro Wizard Magic Archer Sparky

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.)

Magic Archer Royal Ghost Bandit Sparky
Royal Ghost Bandit Electro Wizard Magic Archer Ram Rider
Bandit Magic Archer Sparky
Sparky
Magic Archer Sparky Mega Knight
Magic Archer Ram Rider
Magic Archer Sparky
Magic Archer Ram Rider
Bandit Ram Rider
Electro Wizard Lumberjack Sparky
Bandit Electro Wizard Magic Archer Ram Rider Sparky
Magic Archer
Bandit Magic Archer Sparky
Bandit Magic Archer
Magic Archer Sparky
Bandit Magic Archer Sparky
Magic Archer Bandit Sparky Mega Knight
Sparky
Sparky
Bandit Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Magic Archer Sparky Mega Knight
Royal Ghost Bandit Electro Wizard Magic Archer Ram Rider Sparky
Bandit Magic Archer Ram Rider Sparky Mega Knight
Bandit Magic Archer Sparky
Electro Wizard Magic Archer Sparky
Electro Wizard
Sparky
Bandit Magic Archer Sparky Mega Knight
Electro Wizard Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Electro Wizard Bandit Magic Archer
Electro Wizard Magic Archer Ram Rider
Electro Wizard Magic Archer Lumberjack Sparky Mega Knight
Magic Archer
Sparky
Sparky Mega Knight
Electro Wizard Magic Archer Sparky
Electro Wizard Magic Archer
Royal Ghost Bandit Electro Wizard Magic Archer Sparky Mega Knight

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