My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Flying Machine Baby Dragon Electro Wizard Inferno 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.

Spear Goblins Bomber Flying Machine Baby Dragon Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Mega Knight

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.

Spear Goblins Flying Machine Baby Dragon Mega Knight

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 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
Spear Goblins Bomber Guards Inferno Dragon
Giant Snowball
Spear Goblins Bomber Flying Machine Guards Baby Dragon Inferno Dragon
Zap
Spear Goblins Bomber Flying Machine Guards Inferno Dragon
Barbarian Barrel
Spear Goblins Bomber Guards Electro Wizard
The Log
Spear Goblins Bomber Guards
Earthquake
Spear Goblins Bomber Guards
Arrows
Spear Goblins Bomber Flying Machine Guards
Royal Delivery
Spear Goblins Bomber Flying Machine Guards Baby Dragon Electro Wizard Inferno Dragon
Fireball
Bomber Flying Machine Baby Dragon Electro Wizard Inferno Dragon
Poison
Spear Goblins Bomber Flying Machine Guards Electro Wizard
Lightning
Baby Dragon Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon Mega Knight

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.

Spear Goblins Guards Baby Dragon Inferno Dragon Mega Knight

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bomber Guards Flying Machine Baby Dragon Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

11 Spear Goblins Bomber Guards Flying Machine

Attack Synergies 1 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.

Spear Goblins
Flying Machine Baby Dragon Inferno Dragon Mega Knight
Bomber
Baby Dragon Mega Knight
Flying Machine
Spear Goblins Baby Dragon Mega Knight
Guards
Baby Dragon
Spear Goblins Bomber Flying Machine Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Baby Dragon Mega Knight
Inferno Dragon
Mega Knight Spear Goblins Baby Dragon
Mega Knight
Inferno Dragon Spear Goblins Bomber Flying Machine Baby Dragon Electro Wizard

Defense Synergies 0 19

Spear Goblins
Flying Machine Guards Baby Dragon Electro Wizard Inferno Dragon Mega Knight
Bomber
Guards Electro Wizard
Flying Machine
Spear Goblins Guards Baby Dragon Electro Wizard Mega Knight
Guards
Spear Goblins Bomber Flying Machine Baby Dragon Electro Wizard
Baby Dragon
Spear Goblins Flying Machine Guards Inferno Dragon Mega Knight
Electro Wizard
Spear Goblins Bomber Flying Machine Guards Inferno Dragon Mega Knight
Inferno Dragon
Spear Goblins Baby Dragon Electro Wizard Mega Knight
Mega Knight
Spear Goblins Flying Machine Baby Dragon Electro Wizard Inferno Dragon

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.

Spear Goblins Bomber Flying Machine Baby Dragon Electro Wizard
Inferno Dragon Flying Machine Electro Wizard Mega Knight
Mega Knight Bomber Electro Wizard Inferno Dragon
Inferno Dragon Guards Electro Wizard Mega Knight
Bomber Mega Knight
Spear Goblins Bomber Flying Machine Guards Baby Dragon Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Spear Goblins Flying Machine Baby Dragon
Flying Machine Baby Dragon Electro Wizard Mega Knight
Inferno Dragon
Guards Spear Goblins Bomber Electro Wizard Mega Knight
Guards Electro Wizard Spear Goblins Bomber Flying Machine Baby Dragon Mega Knight
Inferno Dragon Spear Goblins Flying Machine Baby Dragon Electro Wizard
Mega Knight Bomber Flying Machine Guards Electro Wizard
Bomber Mega Knight Guards Baby Dragon Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bomber Electro Wizard
Mega Knight Spear Goblins Bomber Flying Machine Guards Baby Dragon Electro Wizard
Baby Dragon Spear Goblins Bomber Flying Machine Guards Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Bomber Mega Knight Spear Goblins Flying Machine Guards Baby Dragon Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Guards Mega Knight Spear Goblins Electro Wizard
Electro Wizard Bomber Flying Machine Baby Dragon Inferno Dragon Mega Knight
Guards Mega Knight Spear Goblins Electro Wizard
Guards Mega Knight Electro Wizard
Guards Inferno Dragon Mega Knight
Flying Machine Baby Dragon Electro Wizard
Guards Spear Goblins Flying Machine Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Spear Goblins Flying Machine Baby Dragon Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Flying Machine Guards
Mega Knight Guards Electro Wizard
Mega Knight Guards
Bomber Flying Machine Baby Dragon Mega Knight
Guards Electro Wizard Spear Goblins Bomber Flying Machine Baby Dragon Inferno Dragon
Mega Knight Bomber Flying Machine Baby Dragon Electro Wizard Inferno Dragon
Bomber 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.)

Flying Machine Guards Baby Dragon
Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon
Flying Machine Guards
Bomber Baby Dragon Mega Knight
Spear Goblins Flying Machine Baby Dragon
Bomber Flying Machine Baby Dragon
Flying Machine Baby Dragon
Flying Machine
Guards Electro Wizard
Flying Machine Electro Wizard
Flying Machine Baby Dragon
Flying Machine Baby Dragon
Flying Machine Baby Dragon
Flying Machine Baby Dragon
Spear Goblins Bomber Flying Machine Baby Dragon
Flying Machine Baby Dragon Mega Knight
Bomber
Bomber Flying Machine Baby Dragon Electro Wizard Mega Knight
Bomber Flying Machine Baby Dragon Mega Knight
Baby Dragon Mega Knight
Flying Machine Baby Dragon
Bomber Baby Dragon Mega Knight
Inferno Dragon
Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon Mega Knight
Baby Dragon
Flying Machine Baby Dragon Electro Wizard
Electro Wizard Flying Machine Guards
Bomber Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Spear Goblins Flying Machine Guards
Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon Electro Wizard Mega Knight
Bomber Flying Machine Baby Dragon
Flying Machine Mega Knight
Flying Machine Guards Baby Dragon Electro Wizard
Flying Machine Electro Wizard
Flying Machine Baby Dragon Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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