My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 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.

Zappies Electro Wizard

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 Battle Ram Zappies Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Royal Delivery

Punishments

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

Battle Ram

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.

Barbarians Battle Ram

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 Goblin Machine

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
Battle Ram
Giant Snowball
Barbarians Battle Ram Zappies
Zap
Battle Ram Zappies
Barbarian Barrel
Barbarians Battle Ram Zappies Electro Wizard
The Log
Barbarians Suspicious Bush Battle Ram Zappies
Earthquake
Barbarians Zappies
Arrows
Suspicious Bush Zappies
Royal Delivery
Barbarians Battle Ram Zappies Electro Wizard
Fireball
Barbarians Suspicious Bush Battle Ram Zappies Electro Wizard
Poison
Barbarians Suspicious Bush Zappies Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Royal Delivery Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Delivery Goblin Machine

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.

Arrows Royal Delivery Suspicious Bush Battle Ram Goblin Machine

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Arrows Royal Delivery Battle Ram Zappies Electro Wizard Barbarians Goblin Machine

Shortest cycle

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

12 Suspicious Bush Arrows Royal Delivery Battle Ram

Attack Synergies 0 3

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.

Arrows
Battle Ram
Royal Delivery
Barbarians
Suspicious Bush
Battle Ram
Arrows Zappies Electro Wizard
Zappies
Battle Ram
Electro Wizard
Battle Ram
Goblin Machine

Defense Synergies 1 5

Arrows
Royal Delivery Barbarians
Royal Delivery
Electro Wizard Arrows Barbarians
Barbarians
Arrows Royal Delivery Zappies
Suspicious Bush
Battle Ram
Zappies
Barbarians Electro Wizard
Electro Wizard
Royal Delivery Zappies
Goblin 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.

Zappies Electro Wizard
Barbarians Royal Delivery Zappies Electro Wizard
Barbarians Royal Delivery Zappies Electro Wizard
Barbarians Zappies Electro Wizard
Arrows Royal Delivery Barbarians
Arrows Royal Delivery Zappies Electro Wizard
Electro Wizard Arrows Royal Delivery Zappies
Arrows Barbarians Electro Wizard
Barbarians Zappies
Royal Delivery Barbarians Zappies Electro Wizard
Barbarians Electro Wizard Arrows Royal Delivery Zappies
Arrows Royal Delivery Zappies Electro Wizard
Barbarians Royal Delivery Zappies Electro Wizard
Arrows Royal Delivery Barbarians Zappies Electro Wizard
Barbarians Zappies Electro Wizard
Barbarians Royal Delivery Zappies Electro Wizard
Barbarians Arrows Royal Delivery Zappies Electro Wizard
Arrows Royal Delivery Barbarians Zappies Electro Wizard
Arrows Royal Delivery Barbarians Zappies Electro Wizard
Barbarians Zappies Electro Wizard
Arrows Royal Delivery Barbarians Zappies Electro Wizard

Counters to secondary win conditions

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

Barbarians Royal Delivery Zappies Electro Wizard
Royal Delivery Electro Wizard Arrows
Royal Delivery Barbarians Zappies Electro Wizard
Royal Delivery Barbarians Zappies Electro Wizard
Barbarians Royal Delivery Zappies
Arrows Royal Delivery Zappies Electro Wizard
Royal Delivery Barbarians Zappies Electro Wizard
Royal Delivery Barbarians Zappies
Royal Delivery Electro Wizard Barbarians Zappies
Royal Delivery Barbarians Zappies
Barbarians Zappies
Arrows Royal Delivery Barbarians Electro Wizard
Royal Delivery Barbarians Zappies
Barbarians Zappies
Barbarians Zappies Electro Wizard Royal Delivery
Arrows Royal Delivery Barbarians Zappies Electro Wizard
Arrows Royal Delivery 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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows Barbarians
Arrows
Arrows Goblin Machine
Arrows
Arrows
Arrows
Electro Wizard
Arrows Electro Wizard Goblin Machine
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard Goblin Machine
Arrows Goblin Machine
Arrows
Arrows Barbarians
Arrows Goblin Machine
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Zappies
Arrows
Arrows Zappies Electro Wizard
Arrows
Electro Wizard Barbarians Zappies
Arrows Zappies Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
Zappies Electro Wizard
Zappies Electro Wizard
Electro Wizard

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