My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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 Three Musketeers Witch

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 Elixir Collector Three Musketeers Witch Golem Sparky

Offensive cards

Win conditions

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

Three Musketeers Golem

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.

Elite Barbarians

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Elite Barbarians Golem

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.

Elite Barbarians Golem

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
Elite Barbarians Three Musketeers Sparky
Giant Snowball
Goblins Three Musketeers Witch
Zap
Goblins Three Musketeers Witch Sparky
Barbarian Barrel
Goblins Elite Barbarians Wizard Three Musketeers Witch Sparky
The Log
Goblins Elite Barbarians Three Musketeers Witch Sparky
Earthquake
Elixir Collector Witch
Arrows
Goblins Witch
Royal Delivery
Goblins Elite Barbarians Wizard Three Musketeers Witch Sparky
Fireball
Elite Barbarians Wizard Elixir Collector Three Musketeers Witch Sparky
Poison
Wizard Elixir Collector Three Musketeers Witch Sparky
Lightning
Elite Barbarians Wizard Elixir Collector Three Musketeers Witch Sparky
Rocket
Elite Barbarians Wizard Elixir Collector Three Musketeers Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky

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 Golem Sparky

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.

Elite Barbarians

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.

Goblins Wizard Three Musketeers Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Wizard Witch Elite Barbarians Elixir Collector Sparky Golem Three Musketeers

Shortest cycle

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

18 Goblins Wizard Witch Elite Barbarians

Attack Synergies 0 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.

Goblins
Elite Barbarians
Wizard Three Musketeers Sparky
Wizard
Elite Barbarians Golem Sparky
Elixir Collector
Three Musketeers
Elite Barbarians
Witch
Golem
Golem
Wizard Witch Sparky
Sparky
Elite Barbarians Wizard Golem

Defense Synergies 0 2

Goblins
Wizard
Elite Barbarians
Wizard
Wizard
Goblins Elite Barbarians
Elixir Collector
Three Musketeers
Witch
Golem
Sparky

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.

Wizard Sparky
Elite Barbarians Sparky Goblins Three Musketeers Witch
Three Musketeers Witch Sparky Goblins Elite Barbarians
Elite Barbarians Three Musketeers Witch Sparky Goblins
Elite Barbarians Sparky
Goblins
Three Musketeers Wizard Witch
Sparky
Three Musketeers Witch Sparky Goblins Elite Barbarians
Elite Barbarians Goblins Sparky
Goblins Witch Wizard
Three Musketeers Wizard Witch
Sparky Elite Barbarians Wizard Three Musketeers Witch
Wizard Three Musketeers Sparky Goblins Witch
Elite Barbarians Sparky Three Musketeers
Elite Barbarians Three Musketeers Sparky
Wizard Three Musketeers Sparky Goblins Elite Barbarians Witch
Goblins Elite Barbarians Wizard Three Musketeers Witch
Wizard Witch
Sparky Elite Barbarians Three Musketeers
Wizard Goblins Elite Barbarians Witch Sparky

Counters to secondary win conditions

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

Goblins Elite Barbarians Witch Sparky
Elite Barbarians Wizard
Goblins Elite Barbarians Witch Sparky
Elite Barbarians Sparky
Elite Barbarians Three Musketeers Witch Sparky
Wizard Three Musketeers Witch
Sparky Goblins Elite Barbarians Witch
Elite Barbarians Sparky
Goblins Elite Barbarians Witch Sparky
Witch Three Musketeers Sparky
Elite Barbarians Witch Sparky
Elite Barbarians
Elite Barbarians Wizard Three Musketeers Witch Sparky
Wizard Three Musketeers Witch Sparky
Elite Barbarians Witch Sparky Goblins Three Musketeers
Elite Barbarians Wizard Witch Sparky

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.)

Sparky
Sparky
Sparky
Wizard Sparky
Wizard Witch
Wizard Witch Sparky
Wizard
Wizard
Goblins Elite Barbarians Three Musketeers Sparky
Wizard Sparky
Wizard
Elite Barbarians Three Musketeers Sparky
Elite Barbarians Sparky
Wizard Three Musketeers Witch Sparky
Wizard Three Musketeers Sparky
Three Musketeers Sparky
Sparky
Wizard Three Musketeers Sparky
Wizard Witch
Sparky
Wizard
Sparky
Wizard Witch Sparky
Witch
Wizard Witch Sparky
Wizard Witch Sparky
Sparky
Elite Barbarians Wizard Witch Sparky
Wizard Witch
Elite Barbarians Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Witch
Wizard Three Musketeers Witch
Wizard Three Musketeers Sparky
Wizard
Sparky
Elite Barbarians Three Musketeers Sparky
Elite Barbarians Witch Sparky
Witch
Witch Sparky
Sparky
Wizard Sparky

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