My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Missing cards in your collection

Goblin Drill Royal Ghost Mother Witch Sparky

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!
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 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 Baby 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.

Royal Giant Wizard Baby Dragon P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians 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.

Royal Giant Elite Barbarians Baby Dragon P.E.K.K.A 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.

Elite Barbarians 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 Elite Barbarians Skeleton Army Clone
Giant Snowball
Skeleton Army Clone Baby Dragon
Zap
Royal Giant Skeleton Army Clone
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Clone Royal Ghost
The Log
Royal Giant Elite Barbarians Skeleton Army Clone
Earthquake
Skeleton Army Clone
Arrows
Skeleton Army Clone
Royal Delivery
Elite Barbarians Wizard Skeleton Army Clone Baby Dragon P.E.K.K.A Royal Ghost
Fireball
Elite Barbarians Wizard Skeleton Army Clone Baby Dragon
Poison
Wizard Skeleton Army Clone
Lightning
Elite Barbarians Wizard Baby Dragon
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon 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.

Skeleton Army Clone Baby Dragon P.E.K.K.A 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 Elite Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Clone Royal Ghost Baby Dragon Wizard Royal Giant Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Skeleton Army Clone Royal Ghost Baby Dragon

Attack Synergies 1 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 Giant
Elite Barbarians Wizard Baby Dragon Royal Ghost
Elite Barbarians
Royal Giant Wizard Royal Ghost
Wizard
Royal Giant Elite Barbarians P.E.K.K.A Royal Ghost
Skeleton Army
Clone
Clone
Skeleton Army Baby Dragon
Baby Dragon
Royal Giant Clone P.E.K.K.A
P.E.K.K.A
Wizard Baby Dragon
Royal Ghost
Royal Giant Elite Barbarians Wizard

Defense Synergies 0 5

Royal Giant
Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Royal Ghost
Skeleton Army
Wizard
Clone
Baby Dragon
P.E.K.K.A
P.E.K.K.A
Wizard Baby Dragon
Royal Ghost
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 Baby Dragon
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Baby Dragon Royal Ghost
Wizard Baby Dragon
Baby Dragon P.E.K.K.A
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Royal Ghost
Skeleton Army Wizard Baby Dragon Royal Ghost
Wizard Baby Dragon
Skeleton Army P.E.K.K.A Elite Barbarians Wizard
Wizard Skeleton Army Baby Dragon P.E.K.K.A Royal Ghost
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Elite Barbarians P.E.K.K.A
Wizard Elite Barbarians Skeleton Army P.E.K.K.A
Elite Barbarians Wizard Skeleton Army Baby Dragon Royal Ghost
Wizard Baby Dragon Royal Ghost
P.E.K.K.A Elite Barbarians
Wizard Skeleton Army Royal Ghost Elite Barbarians Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians P.E.K.K.A Royal Ghost
Elite Barbarians Wizard Baby Dragon Royal Ghost
Skeleton Army P.E.K.K.A Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
Wizard Baby Dragon
Skeleton Army P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Elite Barbarians Skeleton Army Baby Dragon
P.E.K.K.A Skeleton Army
P.E.K.K.A Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army Baby Dragon
Elite Barbarians Skeleton Army Baby Dragon P.E.K.K.A
Elite Barbarians Wizard Baby Dragon P.E.K.K.A 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.)

Baby Dragon Royal Ghost
Baby Dragon Royal Ghost
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Elite Barbarians
Wizard
Wizard Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Wizard
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Royal Ghost
Wizard Baby Dragon
Baby Dragon
Elite Barbarians Wizard Baby Dragon
Wizard
Elite Barbarians
Wizard
P.E.K.K.A
Wizard
Skeleton Army
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Elite Barbarians P.E.K.K.A
Elite Barbarians Baby Dragon
Baby Dragon Royal Ghost

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