My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Good

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 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 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 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 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

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.

Royal Giant Elixir Golem Wizard Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Royal Delivery

Punishments

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

Royal Giant Elixir Golem Royal Ghost

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.

Barbarians Royal Giant Heal Spirit Elixir Golem Royal Ghost

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

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
Royal Giant Elixir Golem
Giant Snowball
Barbarians
Zap
Royal Giant
Barbarian Barrel
Barbarians Heal Spirit Elixir Golem Wizard Royal Ghost
The Log
Barbarians Royal Giant Heal Spirit Elixir Golem
Earthquake
Barbarians Elixir Golem
Arrows
Heal Spirit
Royal Delivery
Barbarians Heal Spirit Elixir Golem Wizard Royal Ghost
Fireball
Barbarians Elixir Golem Wizard
Poison
Barbarians Elixir Golem Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Wizard 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.

Royal Delivery Heal Spirit Elixir Golem Royal Ghost

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.

Royal Giant

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.

Barbarians Heal Spirit 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.

Mirror Heal Spirit Royal Delivery Elixir Golem Royal Ghost Barbarians Wizard Royal Giant

Shortest cycle

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

7 Mirror Heal Spirit Royal Delivery Elixir Golem

Attack Synergies 2 10

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.

Royal Delivery
Barbarians
Heal Spirit
Royal Giant
Heal Spirit Wizard Mirror Royal Ghost
Heal Spirit
Royal Giant Elixir Golem Barbarians Wizard
Elixir Golem
Heal Spirit Wizard Mirror Royal Ghost
Wizard
Royal Giant Heal Spirit Elixir Golem Royal Ghost
Mirror
Royal Giant Elixir Golem Royal Ghost
Royal Ghost
Royal Giant Elixir Golem Wizard Mirror

Defense Synergies 1 4

Royal Delivery
Mirror Barbarians Wizard Royal Ghost
Barbarians
Royal Delivery
Royal Giant
Heal Spirit
Elixir Golem
Wizard
Royal Delivery Royal Ghost
Mirror
Royal Delivery
Royal Ghost
Royal Delivery 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.

Wizard
Barbarians Royal Delivery
Barbarians Royal Delivery
Barbarians
Royal Delivery Barbarians
Royal Delivery Royal Ghost
Royal Delivery Wizard
Barbarians
Barbarians
Royal Delivery Barbarians Royal Ghost
Barbarians Royal Delivery Wizard Royal Ghost
Royal Delivery Wizard
Barbarians Royal Delivery Wizard
Wizard Royal Delivery Barbarians Royal Ghost
Barbarians
Barbarians Royal Delivery
Barbarians Wizard Royal Delivery
Royal Delivery Barbarians Wizard Royal Ghost
Royal Delivery Wizard Barbarians Royal Ghost
Barbarians
Wizard Royal Ghost Royal Delivery Barbarians

Counters to secondary win conditions

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

Barbarians Royal Delivery Royal Ghost
Royal Delivery Wizard Royal Ghost
Royal Delivery Barbarians
Royal Delivery Barbarians
Barbarians Royal Delivery
Royal Delivery Wizard
Royal Delivery Barbarians
Royal Delivery Barbarians
Royal Delivery Barbarians
Royal Delivery Barbarians
Barbarians
Royal Delivery Barbarians
Royal Delivery Barbarians Wizard
Wizard Barbarians
Barbarians Royal Delivery
Royal Delivery Barbarians Wizard Royal Ghost

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.)

Royal Ghost
Royal Ghost
Barbarians
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Barbarians
Wizard
Wizard Royal Ghost
Wizard
Wizard
Wizard
Wizard
Wizard
Barbarians
Wizard
Wizard
Wizard
Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: