My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine

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.

Flying Machine Bowler Golem Royal Ghost

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Fireball Rage

Punishments

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

Royal Ghost

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Flying Machine 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.

Electro Spirit Golem 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
Giant Snowball
Flying Machine
Zap
Flying Machine
Barbarian Barrel
Electro Spirit Royal Ghost
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit Flying Machine
Royal Delivery
Electro Spirit Flying Machine Bowler Royal Ghost
Fireball
Flying Machine Bowler
Poison
Flying Machine
Lightning
Bowler
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Fireball Bowler 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.

Electro Spirit Rage Bowler 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.

Fireball

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.

Fireball

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.

Electro Spirit Zap Rage Royal Ghost Fireball Flying Machine Bowler Golem

Shortest cycle

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

8 Electro Spirit Zap Rage Royal Ghost

Attack Synergies 2 11

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.

Electro Spirit
Zap Fireball Bowler Golem
Zap
Fireball Electro Spirit Flying Machine Bowler Golem Royal Ghost
Fireball
Zap Golem Electro Spirit
Flying Machine
Zap Bowler Golem Royal Ghost
Rage
Bowler
Electro Spirit Zap Flying Machine
Golem
Fireball Electro Spirit Zap Flying Machine
Royal Ghost
Zap Flying Machine

Defense Synergies 1 6

Electro Spirit
Zap
Zap
Fireball Electro Spirit Flying Machine Bowler Royal Ghost
Fireball
Zap
Flying Machine
Zap Bowler Royal Ghost
Rage
Bowler
Zap Flying Machine
Golem
Royal Ghost
Zap Flying Machine

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.

Bowler Zap Fireball Flying Machine
Zap Flying Machine
Bowler
Bowler
Fireball Bowler
Fireball Bowler Electro Spirit Zap Flying Machine Royal Ghost
Electro Spirit Zap Fireball Flying Machine
Bowler Electro Spirit Zap Fireball Flying Machine
Bowler Royal Ghost
Electro Spirit Zap Fireball Flying Machine Bowler Royal Ghost
Zap Fireball Flying Machine
Bowler Zap Fireball Flying Machine
Fireball Bowler Electro Spirit Zap Royal Ghost
Zap Fireball Bowler
Fireball Bowler
Fireball Electro Spirit Zap Flying Machine Bowler Royal Ghost
Zap Electro Spirit Fireball Flying Machine Bowler Royal Ghost
Bowler Royal Ghost Electro Spirit Fireball Flying Machine

Counters to secondary win conditions

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

Zap Fireball Bowler Royal Ghost
Fireball Zap Flying Machine Bowler Royal Ghost
Zap Bowler
Bowler Zap Fireball
Bowler
Fireball Electro Spirit Zap Flying Machine
Fireball Flying Machine Bowler
Zap Electro Spirit Fireball Flying Machine
Flying Machine Bowler
Zap Fireball Bowler
Bowler Fireball
Fireball Flying Machine Bowler
Electro Spirit Zap Fireball Flying Machine Bowler
Bowler Electro Spirit Zap Fireball Flying Machine Royal Ghost
Electro Spirit Zap Fireball

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.)

Fireball Flying Machine Royal Ghost
Fireball Zap Flying Machine Bowler Royal Ghost
Fireball Flying Machine
Fireball Flying Machine
Fireball Zap Bowler
Fireball Electro Spirit Zap Flying Machine
Flying Machine Bowler
Fireball Zap Flying Machine Bowler
Fireball Zap Flying Machine
Fireball Bowler
Zap Fireball Flying Machine Bowler
Fireball Zap Flying Machine
Flying Machine Fireball Bowler
Fireball Flying Machine
Zap Fireball Flying Machine
Zap Fireball Flying Machine Bowler
Fireball Flying Machine Bowler
Fireball
Zap Fireball Flying Machine Bowler
Zap Fireball Flying Machine Bowler
Fireball Bowler
Fireball
Bowler
Zap Fireball Flying Machine
Zap Electro Spirit Fireball Bowler
Fireball Zap Flying Machine Bowler Royal Ghost
Fireball Zap Flying Machine Bowler
Fireball Zap
Zap Fireball Flying Machine
Zap Electro Spirit Fireball Flying Machine
Fireball Bowler
Zap Fireball
Zap Electro Spirit Fireball
Fireball Bowler
Zap Electro Spirit Fireball Flying Machine
Fireball Zap Flying Machine
Fireball
Fireball Flying Machine Bowler
Zap Fireball Flying Machine Bowler
Zap Fireball
Flying Machine
Zap Electro Spirit Fireball Flying Machine Bowler
Zap Fireball Flying Machine
Zap Fireball Flying Machine Bowler Royal Ghost
Fireball Bowler

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