My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Mediocre
Synergy
RIP
Versatility
Bad
F2P score
Bad

2 problems 3 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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.

Bomber Wizard Elixir Collector Giant Skeleton

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.

Fireball Rage

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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 Clone Giant Skeleton
Giant Snowball
Bomber Clone
Zap
Bomber Clone
Barbarian Barrel
Bomber Wizard Clone Giant Skeleton
The Log
Bomber Clone Giant Skeleton
Earthquake
Bomber Elixir Collector Clone
Arrows
Bomber Clone
Royal Delivery
Bomber Wizard Clone Giant Skeleton
Fireball
Bomber Wizard Elixir Collector Clone
Poison
Bomber Wizard Elixir Collector Clone
Lightning
Wizard Elixir Collector
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Wizard

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 Collector Rage Clone Giant Skeleton

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Rage Clone Fireball Wizard Elixir Collector Giant Skeleton

Shortest cycle

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

7 Mirror Bomber Rage Clone

Attack Synergies 2 5

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
Giant Skeleton
Fireball
Mirror
Wizard
Rage Giant Skeleton
Elixir Collector
Mirror
Fireball Giant Skeleton
Rage
Wizard Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Bomber Wizard Mirror Rage

Defense Synergies 1 1

Bomber
Fireball
Mirror
Wizard
Giant Skeleton
Elixir Collector
Mirror
Fireball
Rage
Clone
Giant Skeleton
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.

Bomber Fireball Wizard
Bomber
Bomber Giant Skeleton
Bomber
Bomber Fireball Giant Skeleton
Fireball Bomber
Fireball Wizard
Fireball Giant Skeleton
Bomber Giant Skeleton
Bomber Fireball Wizard Giant Skeleton
Fireball Wizard
Bomber Fireball Wizard Giant Skeleton
Bomber Fireball Wizard
Fireball
Wizard Bomber Fireball
Fireball Bomber Wizard
Wizard Bomber Fireball Giant Skeleton
Bomber Wizard Fireball Giant Skeleton

Counters to secondary win conditions

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

Fireball Giant Skeleton
Fireball Bomber Wizard
Giant Skeleton
Giant Skeleton Fireball
Giant Skeleton
Fireball Wizard
Fireball Giant Skeleton
Giant Skeleton
Giant Skeleton Fireball
Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Fireball Wizard
Wizard Bomber Fireball
Bomber Fireball Giant Skeleton
Bomber Fireball Wizard Giant Skeleton

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.)

Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Bomber Fireball Wizard
Fireball Wizard
Bomber Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard
Fireball
Bomber
Bomber Fireball Wizard
Bomber Fireball Wizard
Fireball Giant Skeleton
Fireball Wizard
Fireball
Bomber Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bomber Fireball Wizard
Fireball
Giant Skeleton
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bomber Fireball Wizard
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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