My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Gang Wizard Three Musketeers Electro 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.

Skeleton Barrel Royal Recruits Battle Ram Giant Wizard Three Musketeers Electro Wizard

Offensive cards

Win conditions

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

Skeleton Barrel Battle Ram Giant Three Musketeers

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 Gang Skeleton Barrel Royal Recruits Battle Ram Giant

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.

Goblin Gang Skeleton Barrel Royal Recruits Battle Ram Giant

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.

Skeleton Barrel 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 Gang Skeleton Barrel Royal Recruits Battle Ram Giant Three Musketeers
Giant Snowball
Goblin Gang Skeleton Barrel Royal Recruits Battle Ram Three Musketeers
Zap
Goblin Gang Skeleton Barrel Battle Ram Three Musketeers
Barbarian Barrel
Goblin Gang Skeleton Barrel Royal Recruits Battle Ram Wizard Three Musketeers Electro Wizard
The Log
Goblin Gang Skeleton Barrel Royal Recruits Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Goblin Gang Skeleton Barrel Royal Recruits
Royal Delivery
Goblin Gang Skeleton Barrel Royal Recruits Battle Ram Wizard Three Musketeers Electro Wizard
Fireball
Goblin Gang Skeleton Barrel Battle Ram Wizard Three Musketeers Electro Wizard
Poison
Goblin Gang Skeleton Barrel Royal Recruits Wizard Three Musketeers Electro Wizard
Lightning
Battle Ram Wizard Three Musketeers Electro Wizard
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Skeleton Barrel Royal Recruits Battle Ram

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 Gang Wizard Three Musketeers 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Skeleton Barrel Battle Ram Electro Wizard Giant Wizard Royal Recruits Three Musketeers

Shortest cycle

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

14 Goblin Gang Skeleton Barrel Battle Ram Electro Wizard

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.

Goblin Gang
Skeleton Barrel Royal Recruits Battle Ram Giant Three Musketeers
Skeleton Barrel
Goblin Gang Royal Recruits Battle Ram Giant Three Musketeers
Royal Recruits
Goblin Gang Skeleton Barrel Battle Ram Electro Wizard
Battle Ram
Goblin Gang Skeleton Barrel Royal Recruits Three Musketeers Electro Wizard
Giant
Goblin Gang Skeleton Barrel Wizard Three Musketeers Electro Wizard
Wizard
Giant
Three Musketeers
Goblin Gang Skeleton Barrel Battle Ram Giant
Electro Wizard
Royal Recruits Battle Ram Giant

Defense Synergies 0 3

Goblin Gang
Royal Recruits Electro Wizard
Skeleton Barrel
Royal Recruits
Goblin Gang
Battle Ram
Giant
Wizard
Electro Wizard
Three Musketeers
Electro Wizard
Goblin Gang 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.

Skeleton Barrel Royal Recruits Wizard Electro Wizard
Goblin Gang Royal Recruits Three Musketeers Electro Wizard
Goblin Gang Three Musketeers Royal Recruits Electro Wizard
Royal Recruits Three Musketeers Goblin Gang Electro Wizard
Royal Recruits
Goblin Gang Electro Wizard
Three Musketeers Electro Wizard Goblin Gang Wizard
Skeleton Barrel Royal Recruits Electro Wizard
Three Musketeers Goblin Gang Royal Recruits
Goblin Gang Royal Recruits Electro Wizard
Goblin Gang Electro Wizard Royal Recruits Wizard
Three Musketeers Goblin Gang Wizard Electro Wizard
Royal Recruits Goblin Gang Wizard Three Musketeers Electro Wizard
Wizard Three Musketeers Goblin Gang Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Three Musketeers Electro Wizard
Goblin Gang Royal Recruits Three Musketeers Electro Wizard
Wizard Three Musketeers Goblin Gang Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Wizard Three Musketeers Electro Wizard
Wizard Royal Recruits Electro Wizard
Royal Recruits Three Musketeers Electro Wizard
Goblin Gang Royal Recruits Wizard Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Electro Wizard
Electro Wizard Goblin Gang Skeleton Barrel Wizard
Goblin Gang Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Three Musketeers
Wizard Goblin Gang Skeleton Barrel Three Musketeers Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Royal Recruits
Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Three Musketeers
Royal Recruits
Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Wizard Three Musketeers
Royal Recruits Wizard Three Musketeers
Goblin Gang Royal Recruits Electro Wizard Three Musketeers
Royal Recruits Wizard 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.)

Skeleton Barrel Royal Recruits
Skeleton Barrel Electro Wizard
Skeleton Barrel
Skeleton Barrel Royal Recruits
Wizard
Wizard Skeleton Barrel
Wizard
Skeleton Barrel Wizard
Skeleton Barrel Wizard
Goblin Gang Three Musketeers Electro Wizard
Skeleton Barrel Royal Recruits Wizard Electro Wizard
Wizard
Skeleton Barrel Three Musketeers
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Wizard Three Musketeers
Skeleton Barrel Royal Recruits Wizard Three Musketeers
Three Musketeers
Skeleton Barrel Wizard Three Musketeers Electro Wizard
Skeleton Barrel Wizard
Wizard
Skeleton Barrel Royal Recruits
Wizard
Skeleton Barrel Wizard Electro Wizard
Skeleton Barrel Wizard
Skeleton Barrel
Wizard Electro Wizard
Electro Wizard Skeleton Barrel Wizard
Wizard
Electro Wizard
Wizard
Skeleton Barrel Electro Wizard Goblin Gang Royal Recruits
Wizard Three Musketeers Electro Wizard
Goblin Gang Wizard Three Musketeers Electro Wizard
Skeleton Barrel Wizard
Royal Recruits Three Musketeers
Goblin Gang Royal Recruits Electro Wizard
Electro Wizard
Skeleton Barrel Royal Recruits Electro Wizard

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