My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 Inferno Dragon Magic Archer

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 Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Missing

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 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 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

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
Skeleton Army Bandit Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Skeleton Army Bandit Inferno Dragon
Barbarian Barrel
Skeleton Army Royal Ghost Bandit Electro Wizard Magic Archer
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Royal Ghost Bandit Electro Wizard Inferno Dragon Magic Archer
Fireball
Skeleton Army Bandit Electro Wizard Inferno Dragon Magic Archer
Poison
Skeleton Army Electro Wizard Magic Archer
Lightning
Bandit Electro Wizard Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

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 Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Royal Ghost Inferno Dragon Mega Knight

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.

Skeleton Army

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.

Mirror Skeleton Army Royal Ghost Bandit Electro Wizard Inferno Dragon Magic Archer Mega Knight

Shortest cycle

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

9 Mirror Skeleton Army Royal Ghost Bandit

Attack Synergies 1 13

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.

Mirror
Skeleton Army Royal Ghost Magic Archer
Skeleton Army
Mirror
Royal Ghost
Mirror Bandit Electro Wizard Magic Archer Mega Knight
Bandit
Royal Ghost Electro Wizard Magic Archer Mega Knight
Electro Wizard
Royal Ghost Bandit Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Mirror Royal Ghost Bandit Electro Wizard Mega Knight
Mega Knight
Inferno Dragon Royal Ghost Bandit Electro Wizard Magic Archer

Defense Synergies 1 18

Mirror
Skeleton Army Electro Wizard Inferno Dragon Magic Archer Mega Knight
Skeleton Army
Mirror Bandit Electro Wizard Inferno Dragon Magic Archer
Royal Ghost
Electro Wizard Mega Knight
Bandit
Skeleton Army Electro Wizard Magic Archer Mega Knight
Electro Wizard
Mirror Skeleton Army Royal Ghost Bandit Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Mirror Skeleton Army Electro Wizard Mega Knight
Magic Archer
Mirror Skeleton Army Bandit Electro Wizard Mega Knight
Mega Knight
Mirror Royal Ghost Bandit Electro Wizard Inferno Dragon 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
Skeleton Army Inferno Dragon Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight Bandit Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight
Skeleton Army Royal Ghost Bandit Electro Wizard Magic Archer Mega Knight
Electro Wizard Inferno Dragon Magic Archer
Bandit Electro Wizard Magic Archer Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Royal Ghost Bandit Electro Wizard Mega Knight
Skeleton Army Electro Wizard Royal Ghost Bandit Magic Archer Mega Knight
Inferno Dragon Electro Wizard Magic Archer
Skeleton Army Mega Knight Bandit Electro Wizard
Skeleton Army Mega Knight Royal Ghost Electro Wizard Magic Archer
Skeleton Army Inferno Dragon Bandit Electro Wizard Mega Knight
Skeleton Army Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Skeleton Army Electro Wizard
Mega Knight Skeleton Army Royal Ghost Bandit Electro Wizard Magic Archer
Royal Ghost Bandit Electro Wizard Inferno Dragon Magic Archer Mega Knight
Electro Wizard Inferno Dragon
Skeleton Army Royal Ghost Mega Knight Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Royal Ghost Inferno Dragon Magic Archer Mega Knight
Skeleton Army Bandit Mega Knight Electro Wizard
Skeleton Army Mega Knight Bandit Electro Wizard
Skeleton Army Bandit Inferno Dragon Mega Knight
Electro Wizard Magic Archer
Skeleton Army Bandit Electro Wizard
Mega Knight Skeleton Army Inferno Dragon
Electro Wizard Mega Knight Skeleton Army Bandit Inferno Dragon Magic Archer
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight
Skeleton Army Mega Knight Electro Wizard
Skeleton Army Mega Knight Bandit
Skeleton Army Magic Archer Mega Knight
Skeleton Army Electro Wizard Inferno Dragon Magic Archer
Mega Knight Royal Ghost Electro Wizard Inferno Dragon Magic Archer

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
Royal Ghost Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Magic Archer Mega Knight
Magic Archer
Magic Archer
Magic Archer
Bandit
Electro Wizard
Bandit Electro Wizard Magic Archer
Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Magic Archer
Bandit Magic Archer
Magic Archer Bandit Mega Knight
Bandit Electro Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Inferno Dragon
Royal Ghost Bandit Electro Wizard Magic Archer
Bandit Magic Archer Mega Knight
Bandit Magic Archer
Electro Wizard Magic Archer
Electro Wizard
Bandit Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Skeleton Army Bandit Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Royal Ghost Bandit Electro Wizard Magic Archer Mega Knight

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