My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 warnings Why?

Missing cards in your collection

Mighty Miner

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Battle Ram Zappies Giant Skeleton Royal Ghost Fisherman

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Lightning

Punishments

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

Mortar Battle Ram Royal Ghost

Pump responses

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

Lightning

Dropped at the bridge

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

Mortar Battle Ram Giant Skeleton 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.

Giant Skeleton 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
Bomber Battle Ram Giant Skeleton Fisherman
Giant Snowball
Bomber Battle Ram Zappies Fisherman
Zap
Bomber Mortar Battle Ram Zappies Fisherman
Barbarian Barrel
Bomber Mortar Battle Ram Zappies Giant Skeleton Royal Ghost
The Log
Bomber Battle Ram Zappies Giant Skeleton Fisherman
Earthquake
Bomber Mortar Zappies
Arrows
Bomber Zappies
Royal Delivery
Bomber Battle Ram Zappies Giant Skeleton Royal Ghost Fisherman
Fireball
Bomber Mortar Battle Ram Zappies Fisherman
Poison
Bomber Mortar Zappies Fisherman
Lightning
Mortar Battle Ram Fisherman
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar Royal Ghost

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.

Battle Ram Giant Skeleton Royal Ghost

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.

Bomber Royal Ghost Fisherman Mortar Battle Ram Zappies Giant Skeleton Lightning

Shortest cycle

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

12 Bomber Royal Ghost Fisherman Mortar

Attack Synergies 0 12

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.

Bomber
Mortar Battle Ram Giant Skeleton
Mortar
Bomber Zappies
Battle Ram
Bomber Zappies Lightning Royal Ghost
Zappies
Mortar Battle Ram Giant Skeleton Royal Ghost
Giant Skeleton
Bomber Zappies Lightning Fisherman
Lightning
Battle Ram Giant Skeleton
Royal Ghost
Battle Ram Zappies Fisherman
Fisherman
Giant Skeleton Royal Ghost

Defense Synergies 0 6

Bomber
Mortar Royal Ghost Fisherman
Mortar
Bomber Zappies
Battle Ram
Zappies
Mortar Giant Skeleton Fisherman
Giant Skeleton
Zappies
Lightning
Royal Ghost
Bomber
Fisherman
Bomber Zappies

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.

Lightning Bomber Mortar Zappies
Bomber Mortar Zappies Fisherman
Mortar Fisherman Bomber Zappies Giant Skeleton Lightning
Bomber Mortar Zappies Fisherman
Lightning Bomber Giant Skeleton
Bomber Zappies Royal Ghost
Lightning Mortar Zappies
Lightning Giant Skeleton
Zappies Mortar Fisherman
Bomber Zappies Giant Skeleton Royal Ghost Fisherman
Bomber Zappies Giant Skeleton Royal Ghost Fisherman
Zappies
Mortar Bomber Zappies Giant Skeleton Lightning
Bomber Mortar Zappies Royal Ghost
Mortar Zappies
Mortar Zappies Lightning Fisherman
Bomber Mortar Zappies Fisherman
Mortar Bomber Zappies Royal Ghost Fisherman
Mortar Bomber Zappies Giant Skeleton Royal Ghost Fisherman
Mortar Zappies Fisherman
Bomber Royal Ghost Zappies Giant Skeleton Fisherman

Counters to secondary win conditions

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

Zappies Giant Skeleton Royal Ghost Fisherman
Bomber Mortar Lightning Royal Ghost Fisherman
Zappies Giant Skeleton Lightning Fisherman
Giant Skeleton Lightning Zappies Fisherman
Giant Skeleton Zappies Fisherman
Zappies
Zappies Giant Skeleton Lightning
Giant Skeleton Zappies Fisherman
Giant Skeleton Lightning Mortar Zappies
Zappies
Zappies Giant Skeleton
Lightning Giant Skeleton
Giant Skeleton Lightning Zappies
Bomber Zappies
Zappies Bomber Mortar Giant Skeleton Lightning Fisherman
Bomber Zappies Giant Skeleton 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.)

Lightning Mortar Giant Skeleton Royal Ghost
Mortar Royal Ghost Fisherman
Lightning Giant Skeleton
Lightning Giant Skeleton
Bomber Mortar
Bomber Mortar
Lightning
Mortar Lightning Fisherman
Lightning Fisherman
Lightning Mortar Fisherman
Lightning
Lightning Mortar Fisherman
Lightning Mortar Fisherman
Lightning Mortar Fisherman
Lightning Bomber Mortar
Lightning Mortar
Lightning Mortar
Bomber Lightning Fisherman
Lightning Bomber Mortar Fisherman
Lightning Bomber Mortar
Lightning Giant Skeleton
Lightning
Lightning Fisherman
Lightning Mortar
Bomber Mortar
Fisherman
Mortar Lightning Royal Ghost Fisherman
Lightning Mortar Fisherman
Lightning Mortar Fisherman
Lightning
Lightning Zappies
Lightning
Lightning Bomber Mortar
Lightning Zappies
Giant Skeleton
Lightning
Lightning Zappies
Lightning Zappies
Lightning
Bomber Mortar Lightning
Lightning Giant Skeleton
Zappies Giant Skeleton Lightning
Zappies Lightning
Lightning Mortar Giant Skeleton Royal Ghost

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