My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

3 problems 4 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Firecracker Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Royal Ghost Bandit Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Giant Skeleton Royal Ghost Bandit 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.

Firecracker Goblin Barrel Giant Skeleton Royal Ghost Bandit Electro Wizard

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
Goblin Barrel Giant Skeleton Bandit
Giant Snowball
Goblin Barrel
Zap
Firecracker Goblin Barrel Bandit
Barbarian Barrel
Firecracker Bomb Tower Goblin Barrel Giant Skeleton Royal Ghost Bandit Electro Wizard
The Log
Firecracker Goblin Barrel Giant Skeleton Bandit
Earthquake
Firecracker Bomb Tower Goblin Barrel
Arrows
Firecracker Goblin Barrel
Royal Delivery
Firecracker Goblin Barrel Giant Skeleton Royal Ghost Bandit Electro Wizard
Fireball
Firecracker Bomb Tower Goblin Barrel Bandit Electro Wizard
Poison
Firecracker Bomb Tower Electro Wizard
Lightning
Bomb Tower Bandit Electro Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower Royal Ghost 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.

Giant Skeleton Royal Ghost 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.

Goblin Barrel

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.

Goblin Barrel 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.

Firecracker Goblin Barrel Royal Ghost Bandit Bomb Tower Electro Wizard Giant Skeleton Mega Knight

Shortest cycle

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

12 Firecracker Goblin Barrel Royal Ghost Bandit

Attack Synergies 0 16

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
Goblin Barrel Giant Skeleton Bandit Mega Knight
Bomb Tower
Goblin Barrel
Firecracker Giant Skeleton Royal Ghost Bandit Mega Knight
Giant Skeleton
Firecracker Goblin Barrel Bandit Electro Wizard
Royal Ghost
Goblin Barrel Bandit Electro Wizard Mega Knight
Bandit
Firecracker Goblin Barrel Giant Skeleton Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Giant Skeleton Royal Ghost Bandit Mega Knight
Mega Knight
Firecracker Goblin Barrel Royal Ghost Bandit Electro Wizard

Defense Synergies 0 12

Firecracker
Bomb Tower Giant Skeleton Bandit Electro Wizard Mega Knight
Bomb Tower
Firecracker Electro Wizard
Goblin Barrel
Giant Skeleton
Firecracker Electro Wizard
Royal Ghost
Electro Wizard Mega Knight
Bandit
Firecracker Electro Wizard Mega Knight
Electro Wizard
Firecracker Bomb Tower Giant Skeleton Royal Ghost Bandit Mega Knight
Mega Knight
Firecracker Royal Ghost Bandit Electro 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 Electro Wizard
Bomb Tower Firecracker Bandit Electro Wizard Mega Knight
Bomb Tower Mega Knight Giant Skeleton Bandit Electro Wizard
Bomb Tower Firecracker Bandit Electro Wizard Mega Knight
Firecracker Bomb Tower Giant Skeleton Mega Knight
Firecracker Bomb Tower Royal Ghost Bandit Electro Wizard Mega Knight
Electro Wizard Firecracker Bomb Tower
Bomb Tower Giant Skeleton Bandit Electro Wizard Mega Knight
Bomb Tower
Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Mega Knight
Electro Wizard Firecracker Bomb Tower Giant Skeleton Royal Ghost Bandit Mega Knight
Firecracker Electro Wizard
Bomb Tower Mega Knight Giant Skeleton Bandit Electro Wizard
Bomb Tower Mega Knight Firecracker Royal Ghost Electro Wizard
Bomb Tower Bandit Electro Wizard Mega Knight
Bomb Tower Bandit Electro Wizard Mega Knight
Bomb Tower Mega Knight Firecracker Electro Wizard
Bomb Tower Mega Knight Firecracker Royal Ghost Bandit Electro Wizard
Bomb Tower Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Mega Knight
Bomb Tower Electro Wizard
Royal Ghost Mega Knight Firecracker Bomb Tower Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Firecracker Bomb Tower Royal Ghost Mega Knight
Giant Skeleton Bandit Mega Knight Bomb Tower Electro Wizard
Giant Skeleton Mega Knight Bandit Electro Wizard
Giant Skeleton Bandit Mega Knight
Firecracker Bomb Tower Electro Wizard
Bomb Tower Giant Skeleton Bandit Electro Wizard
Giant Skeleton Mega Knight Bomb Tower
Giant Skeleton Electro Wizard Mega Knight Firecracker Bomb Tower Bandit
Mega Knight Bomb Tower Giant Skeleton
Mega Knight Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Bomb Tower Bandit
Firecracker Bomb Tower Mega Knight
Electro Wizard Firecracker Bomb Tower Giant Skeleton
Mega Knight Firecracker Bomb Tower Giant Skeleton Royal Ghost Electro Wizard

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 Electro Wizard
Giant Skeleton Bandit
Firecracker Giant Skeleton
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker
Firecracker Bandit
Electro Wizard
Firecracker Bandit Electro Wizard
Firecracker
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit Mega Knight
Firecracker Bandit Electro Wizard Mega Knight
Firecracker Mega Knight
Giant Skeleton Mega Knight
Firecracker Mega Knight
Firecracker Royal Ghost Bandit Electro Wizard
Bandit Mega Knight
Firecracker Bandit
Firecracker Electro Wizard
Electro Wizard Firecracker
Bandit Mega Knight
Firecracker Electro Wizard
Giant Skeleton Mega Knight
Firecracker
Electro Wizard Bandit
Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker
Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Mega Knight

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