My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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 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 Three Musketeers

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.

Elixir Golem Battle Ram Wizard Three Musketeers Giant Skeleton Sparky

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Royal Hogs Three Musketeers

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.

Elixir Golem Battle Ram Royal Hogs

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.

Elixir Golem Battle Ram Royal Hogs Giant Skeleton

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.

Royal Hogs Giant Skeleton

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
Elixir Golem Battle Ram Royal Hogs Three Musketeers Skeleton Army Giant Skeleton Sparky
Giant Snowball
Battle Ram Royal Hogs Three Musketeers Skeleton Army
Zap
Battle Ram Royal Hogs Three Musketeers Skeleton Army Sparky
Barbarian Barrel
Elixir Golem Battle Ram Wizard Royal Hogs Three Musketeers Skeleton Army Giant Skeleton Sparky
The Log
Elixir Golem Battle Ram Royal Hogs Three Musketeers Skeleton Army Giant Skeleton Sparky
Earthquake
Elixir Golem Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Elixir Golem Battle Ram Wizard Royal Hogs Three Musketeers Skeleton Army Giant Skeleton Sparky
Fireball
Elixir Golem Battle Ram Wizard Royal Hogs Three Musketeers Skeleton Army Sparky
Poison
Elixir Golem Wizard Royal Hogs Three Musketeers Skeleton Army Sparky
Lightning
Battle Ram Wizard Three Musketeers Sparky
Rocket
Wizard Royal Hogs Three Musketeers Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky

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.

Elixir Golem Battle Ram Skeleton Army Giant Skeleton Sparky

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.

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 Three Musketeers

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.

Elixir Golem Skeleton Army Battle Ram Wizard Royal Hogs Giant Skeleton Sparky Three Musketeers

Shortest cycle

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

15 Elixir Golem Skeleton Army Battle Ram Wizard

Attack Synergies 0 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.

Elixir Golem
Wizard Three Musketeers Sparky
Battle Ram
Royal Hogs Three Musketeers
Wizard
Elixir Golem Royal Hogs Giant Skeleton Sparky
Royal Hogs
Battle Ram Wizard Three Musketeers
Three Musketeers
Elixir Golem Battle Ram Royal Hogs
Skeleton Army
Sparky
Giant Skeleton
Wizard Sparky
Sparky
Elixir Golem Wizard Skeleton Army Giant Skeleton

Defense Synergies 0 4

Elixir Golem
Battle Ram
Wizard
Skeleton Army Giant Skeleton
Royal Hogs
Three Musketeers
Skeleton Army
Wizard Giant Skeleton Sparky
Giant Skeleton
Wizard Skeleton Army
Sparky
Skeleton Army

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 Sparky
Skeleton Army Sparky Three Musketeers
Three Musketeers Skeleton Army Sparky Giant Skeleton
Three Musketeers Skeleton Army Sparky
Skeleton Army Giant Skeleton Sparky
Skeleton Army
Three Musketeers Wizard
Giant Skeleton Sparky
Three Musketeers Sparky Skeleton Army
Skeleton Army Giant Skeleton Sparky
Skeleton Army Wizard Giant Skeleton
Three Musketeers Wizard
Skeleton Army Sparky Wizard Three Musketeers Giant Skeleton
Wizard Three Musketeers Skeleton Army Sparky
Skeleton Army Sparky Three Musketeers
Skeleton Army Three Musketeers Sparky
Wizard Three Musketeers Sparky Skeleton Army
Wizard Three Musketeers Skeleton Army
Wizard Giant Skeleton
Sparky Three Musketeers
Wizard Skeleton Army Giant Skeleton Sparky

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton Sparky
Wizard
Skeleton Army Giant Skeleton Sparky
Skeleton Army Giant Skeleton Sparky
Giant Skeleton Three Musketeers Skeleton Army Sparky
Wizard Three Musketeers
Skeleton Army Sparky Giant Skeleton
Giant Skeleton Skeleton Army Sparky
Giant Skeleton Skeleton Army Sparky
Three Musketeers Skeleton Army Sparky
Giant Skeleton Sparky
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Wizard Three Musketeers Sparky
Wizard Three Musketeers Skeleton Army Sparky
Skeleton Army Sparky Three Musketeers Giant Skeleton
Wizard Giant Skeleton Sparky

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.)

Giant Skeleton Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky
Wizard Sparky
Wizard
Wizard Sparky
Wizard
Wizard
Three Musketeers Sparky
Wizard Sparky
Wizard
Three Musketeers Sparky
Sparky
Wizard Three Musketeers Sparky
Wizard Three Musketeers Sparky
Three Musketeers Sparky
Sparky
Wizard Three Musketeers Sparky
Wizard
Giant Skeleton Sparky
Wizard
Sparky
Wizard Sparky
Wizard Sparky
Wizard Sparky
Sparky
Wizard Sparky
Wizard
Sparky
Wizard Sparky
Sparky
Giant Skeleton Sparky
Wizard Sparky
Skeleton Army
Wizard Three Musketeers
Wizard Three Musketeers Sparky
Wizard
Giant Skeleton Sparky
Three Musketeers Sparky
Giant Skeleton Sparky
Giant Skeleton Sparky
Sparky
Wizard Sparky

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