My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
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.

Missing

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.

Suspicious Bush Cannon Cart Electro Giant Mighty Miner

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant Graveyard

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 Cannon Cart Electro Giant Graveyard

Pump responses

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

Goblin Barrel Graveyard

Dropped at the bridge

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

Cannon Cart Electro Giant Mighty Miner

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.

Goblin Barrel Graveyard Mighty Miner

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 Clone Cannon Cart Graveyard Mighty Miner
Giant Snowball
Goblin Barrel Clone Graveyard Mighty Miner
Zap
Goblin Barrel Clone Cannon Cart Graveyard Mighty Miner
Barbarian Barrel
Goblin Barrel Clone Cannon Cart Graveyard
The Log
Suspicious Bush Goblin Barrel Clone Cannon Cart Graveyard
Earthquake
Goblin Barrel Clone Graveyard
Arrows
Suspicious Bush Goblin Barrel Clone Graveyard
Royal Delivery
Goblin Barrel Clone Cannon Cart Graveyard
Fireball
Suspicious Bush Goblin Barrel Clone Cannon Cart Mighty Miner
Poison
Suspicious Bush Clone Graveyard
Lightning
Cannon Cart Mighty Miner
Rocket
Cannon Cart Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

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 Clone Electro Giant Mighty Miner

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 Graveyard

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

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.

Berserker Suspicious Bush Goblin Barrel Clone Mighty Miner Cannon Cart Graveyard Electro Giant

Shortest cycle

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

10 Berserker Suspicious Bush Goblin Barrel Clone

Attack Synergies 1 4

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.

Berserker
Suspicious Bush
Goblin Barrel
Mighty Miner Clone Cannon Cart
Clone
Goblin Barrel Cannon Cart
Cannon Cart
Goblin Barrel Clone Graveyard
Electro Giant
Graveyard
Cannon Cart
Mighty Miner
Goblin Barrel

Defense Synergies 0 0

Berserker
Suspicious Bush
Goblin Barrel
Clone
Cannon Cart
Electro Giant
Graveyard
Mighty Miner

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 Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart Electro Giant
Mighty Miner
Cannon Cart
Cannon Cart Electro Giant
Cannon Cart
Cannon Cart
Cannon Cart
Electro Giant
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart Electro Giant
Mighty Miner

Counters to secondary win conditions

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

Cannon Cart Electro Giant
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart Mighty Miner
Electro Giant
Cannon Cart
Mighty Miner Cannon Cart
Cannon Cart
Cannon Cart
Electro Giant
Cannon Cart
Cannon Cart Electro Giant
Electro Giant Cannon Cart Mighty Miner
Cannon Cart Electro Giant Mighty Miner

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.)

Cannon Cart
Cannon Cart
Electro Giant
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Electro Giant
Cannon Cart
Electro Giant
Electro Giant
Electro Giant
Mighty Miner
Cannon Cart
Cannon Cart
Electro Giant
Cannon Cart
Electro Giant
Cannon Cart Electro Giant
Cannon Cart

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: