My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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.

Firecracker Electro Wizard Little Prince

Defensive buildings

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

Cannon

Investments

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

Firecracker Suspicious Bush Golem Electro Wizard Lava Hound Little Prince

Offensive cards

Win conditions

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

Goblin Barrel Golem Lava Hound

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 Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Golem Lava Hound

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.

Firecracker Goblin Barrel Golem 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 Barrel Lava Hound
Giant Snowball
Cannon Goblin Barrel Lava Hound Little Prince
Zap
Cannon Firecracker Goblin Barrel Lava Hound Little Prince
Barbarian Barrel
Cannon Firecracker Goblin Barrel Electro Wizard Little Prince
The Log
Cannon Firecracker Suspicious Bush Goblin Barrel Little Prince
Earthquake
Cannon Firecracker Goblin Barrel
Arrows
Firecracker Suspicious Bush Goblin Barrel Lava Hound Little Prince
Royal Delivery
Firecracker Goblin Barrel Electro Wizard Lava Hound Little Prince
Fireball
Cannon Firecracker Suspicious Bush Goblin Barrel Electro Wizard Lava Hound Little Prince
Poison
Cannon Firecracker Suspicious Bush Electro Wizard Lava Hound Little Prince
Lightning
Cannon Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

Suspicious Bush Golem

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.

Goblin Barrel

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 Barrel Electro Wizard Lava Hound

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Cannon Firecracker Goblin Barrel Little Prince Electro Wizard Lava Hound Golem

Shortest cycle

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

11 Suspicious Bush Cannon Firecracker Goblin Barrel

Attack Synergies 0 6

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.

Cannon
Firecracker
Goblin Barrel Golem Lava Hound
Suspicious Bush
Goblin Barrel
Firecracker Golem Lava Hound
Golem
Firecracker Goblin Barrel Electro Wizard
Electro Wizard
Golem
Lava Hound
Firecracker Goblin Barrel
Little Prince

Defense Synergies 0 5

Cannon
Firecracker Electro Wizard Little Prince
Firecracker
Cannon Electro Wizard
Suspicious Bush
Goblin Barrel
Golem
Electro Wizard
Cannon Firecracker Little Prince
Lava Hound
Little Prince
Cannon Electro 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.

Cannon Firecracker Electro Wizard
Cannon Firecracker Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Electro Wizard
Firecracker
Cannon Firecracker Electro Wizard
Electro Wizard Cannon Firecracker Little Prince
Cannon Electro Wizard
Cannon
Cannon Firecracker Electro Wizard Little Prince
Electro Wizard Cannon Firecracker
Firecracker Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Electro Wizard
Cannon Electro Wizard
Cannon Electro Wizard
Cannon Firecracker Electro Wizard
Cannon Firecracker Electro Wizard Little Prince
Cannon Firecracker Electro Wizard Little Prince
Cannon Electro Wizard
Cannon Firecracker Electro Wizard Little Prince
Cannon

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Firecracker
Electro Wizard
Electro Wizard
Cannon
Firecracker Electro Wizard
Electro Wizard
Electro Wizard Firecracker
Cannon
Electro Wizard
Cannon
Cannon Firecracker
Electro Wizard Firecracker Little Prince
Cannon Firecracker Electro Wizard
Cannon 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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker Little Prince
Firecracker Little Prince
Firecracker Electro Wizard
Firecracker
Firecracker Electro Wizard Little Prince
Electro Wizard Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Little Prince
Firecracker

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