My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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 Inferno Dragon

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.

Wizard Royal Ghost Bandit Inferno Dragon

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.

Arrows Rocket

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Ghost Bandit

Pump responses

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

Rocket

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

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

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
Wizard Skeleton Army Royal Ghost Bandit
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Royal Ghost Bandit Inferno Dragon
Fireball
Wizard Skeleton Army Bandit Inferno Dragon
Poison
Wizard Skeleton Army
Lightning
Wizard Bandit Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Royal Ghost

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.

Arrows Rocket Skeleton Army Royal Ghost Inferno Dragon

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.

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 Arrows Skeleton Army Royal Ghost Bandit Inferno Dragon Wizard Rocket

Shortest cycle

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

9 Mirror Arrows Skeleton Army Royal Ghost

Attack Synergies 1 7

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.

Arrows
Mirror Bandit
Wizard
Royal Ghost Bandit
Rocket
Mirror
Mirror
Arrows Rocket Skeleton Army Royal Ghost
Skeleton Army
Mirror
Royal Ghost
Wizard Mirror Bandit
Bandit
Arrows Wizard Royal Ghost
Inferno Dragon

Defense Synergies 2 7

Arrows
Mirror Bandit
Wizard
Skeleton Army Royal Ghost Bandit
Rocket
Mirror
Arrows Skeleton Army Inferno Dragon
Skeleton Army
Mirror Wizard Bandit Inferno Dragon
Royal Ghost
Wizard
Bandit
Arrows Wizard Skeleton Army
Inferno Dragon
Mirror Skeleton Army

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.

Rocket Wizard
Skeleton Army Inferno Dragon Bandit
Rocket Skeleton Army Bandit Inferno Dragon
Skeleton Army Inferno Dragon Bandit
Arrows Rocket Skeleton Army
Arrows Skeleton Army Royal Ghost Bandit
Rocket Inferno Dragon Arrows Wizard
Rocket Arrows Bandit
Inferno Dragon Skeleton Army
Skeleton Army Royal Ghost Bandit
Skeleton Army Arrows Wizard Royal Ghost Bandit
Arrows Inferno Dragon Wizard
Skeleton Army Wizard Rocket Bandit
Wizard Rocket Skeleton Army Arrows Royal Ghost
Skeleton Army Inferno Dragon Bandit
Rocket Skeleton Army Bandit Inferno Dragon
Wizard Arrows Skeleton Army
Arrows Wizard Skeleton Army Royal Ghost Bandit
Arrows Wizard Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Wizard Skeleton Army Royal Ghost Arrows Bandit

Counters to secondary win conditions

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

Skeleton Army Royal Ghost Bandit
Bandit Arrows Wizard Rocket Royal Ghost Inferno Dragon
Skeleton Army Bandit Rocket
Rocket Skeleton Army Bandit
Skeleton Army Bandit Inferno Dragon
Arrows Wizard Rocket
Rocket Skeleton Army Bandit
Skeleton Army Inferno Dragon
Rocket Skeleton Army Bandit Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Rocket Skeleton Army Arrows
Rocket Skeleton Army Wizard Bandit
Wizard Skeleton Army
Skeleton Army Rocket Inferno Dragon
Arrows Wizard Royal Ghost Inferno Dragon

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.)

Arrows Rocket Royal Ghost Bandit
Arrows Royal Ghost Bandit
Rocket Arrows Bandit
Arrows Rocket
Wizard Rocket Arrows
Arrows Wizard Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Rocket
Rocket Arrows Wizard Bandit
Arrows Wizard Rocket
Rocket Bandit
Arrows Rocket Bandit
Arrows
Rocket Arrows Wizard Bandit
Arrows Wizard Rocket Bandit
Arrows Rocket
Rocket
Rocket Arrows Wizard Bandit
Rocket Arrows Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Royal Ghost Bandit
Arrows Wizard Bandit
Rocket Arrows Bandit
Arrows Wizard
Rocket Wizard
Arrows Wizard Rocket Bandit
Rocket Arrows
Rocket Arrows Wizard
Rocket Skeleton Army Bandit
Rocket Arrows Wizard
Arrows
Wizard Rocket
Arrows Wizard
Rocket Arrows
Rocket
Rocket
Rocket Royal Ghost Bandit

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