My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Goblin Hut Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Flying Machine Goblin Hut Electro Wizard Ram Rider Skeleton King

Offensive cards

Win conditions

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

Battle Ram Goblin Drill Ram Rider

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.

Battle Ram Ram Rider

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Battle Ram Flying Machine Battle Healer Ram Rider Skeleton King

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 Drill Electro Wizard Ram Rider

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 Goblin Drill Ram Rider Skeleton King
Giant Snowball
Battle Ram Flying Machine Goblin Hut Goblin Drill Ram Rider Skeleton King
Zap
Battle Ram Flying Machine Goblin Hut Goblin Drill Ram Rider Skeleton King
Barbarian Barrel
Battle Ram Goblin Hut Goblin Drill Electro Wizard Skeleton King
The Log
Battle Ram Goblin Hut Goblin Drill Ram Rider Skeleton King
Earthquake
Goblin Hut Goblin Drill Skeleton King
Arrows
Flying Machine Goblin Hut Goblin Drill Skeleton King
Royal Delivery
Battle Ram Flying Machine Battle Healer Goblin Hut Goblin Drill Electro Wizard Ram Rider Skeleton King
Fireball
Battle Ram Flying Machine Battle Healer Goblin Hut Goblin Drill Electro Wizard Ram Rider Skeleton King
Poison
Flying Machine Battle Healer Goblin Hut Goblin Drill Electro Wizard Skeleton King
Lightning
Battle Ram Battle Healer Goblin Hut Electro Wizard Ram Rider Skeleton King
Rocket
Battle Healer Goblin Hut Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton King

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.

Battle Ram Battle Healer Goblin Drill

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.

Battle Ram Flying Machine Battle Healer Goblin Drill Electro Wizard Skeleton King Goblin Hut Ram Rider

Shortest cycle

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

16 Battle Ram Flying Machine Battle Healer Goblin Drill

Attack Synergies 0 14

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.

Battle Ram
Flying Machine Battle Healer Goblin Hut Electro Wizard
Flying Machine
Battle Ram Battle Healer Goblin Hut Goblin Drill Ram Rider
Battle Healer
Battle Ram Flying Machine Goblin Hut Electro Wizard Ram Rider
Goblin Hut
Battle Ram Flying Machine Battle Healer Ram Rider
Goblin Drill
Flying Machine Skeleton King
Electro Wizard
Battle Ram Battle Healer Ram Rider
Ram Rider
Flying Machine Battle Healer Goblin Hut Electro Wizard
Skeleton King
Goblin Drill

Defense Synergies 0 10

Battle Ram
Flying Machine
Battle Healer Goblin Hut Goblin Drill Electro Wizard Skeleton King
Battle Healer
Flying Machine Goblin Hut Electro Wizard
Goblin Hut
Flying Machine Battle Healer Electro Wizard
Goblin Drill
Flying Machine Electro Wizard
Electro Wizard
Flying Machine Battle Healer Goblin Hut Goblin Drill Ram Rider
Ram Rider
Electro Wizard
Skeleton King
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.

Flying Machine Goblin Hut Electro Wizard Ram Rider
Flying Machine Battle Healer Goblin Hut Goblin Drill Electro Wizard Ram Rider
Goblin Hut Ram Rider Goblin Drill Electro Wizard
Goblin Hut Goblin Drill Electro Wizard Ram Rider Skeleton King
Battle Healer
Flying Machine Electro Wizard
Electro Wizard Ram Rider Flying Machine Goblin Hut
Flying Machine Battle Healer Electro Wizard Ram Rider
Goblin Hut Goblin Drill Skeleton King
Battle Healer Electro Wizard
Electro Wizard Flying Machine Goblin Hut Goblin Drill Ram Rider Skeleton King
Flying Machine Goblin Hut Electro Wizard Ram Rider
Goblin Hut Goblin Drill Flying Machine Battle Healer Electro Wizard Ram Rider
Goblin Hut Goblin Drill Electro Wizard Skeleton King
Goblin Hut Goblin Drill Electro Wizard Ram Rider Skeleton King
Goblin Hut Goblin Drill Electro Wizard Ram Rider
Goblin Hut Goblin Drill Electro Wizard
Flying Machine Battle Healer Goblin Hut Goblin Drill Electro Wizard Ram Rider
Goblin Drill Flying Machine Battle Healer Goblin Hut Electro Wizard Ram Rider
Goblin Hut Goblin Drill Electro Wizard Ram Rider
Flying Machine Battle Healer Electro Wizard

Counters to secondary win conditions

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

Battle Healer Goblin Hut Electro Wizard
Electro Wizard Flying Machine Battle Healer
Battle Healer Goblin Hut Electro Wizard Ram Rider
Battle Healer Electro Wizard Ram Rider
Battle Healer Goblin Hut Goblin Drill Ram Rider
Flying Machine Goblin Hut Electro Wizard Ram Rider
Flying Machine Battle Healer Goblin Hut Electro Wizard Ram Rider
Battle Healer
Electro Wizard Flying Machine Goblin Hut
Goblin Hut Goblin Drill
Flying Machine Goblin Hut
Electro Wizard
Ram Rider Skeleton King
Flying Machine
Goblin Hut Electro Wizard Flying Machine Battle Healer Goblin Drill Skeleton King
Flying Machine Battle Healer Goblin Hut Electro Wizard Skeleton King
Goblin Hut 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 Goblin Drill
Flying Machine Electro Wizard Ram Rider
Flying Machine Goblin Hut Goblin Drill
Flying Machine
Flying Machine Ram Rider
Flying Machine
Flying Machine Ram Rider
Flying Machine Ram Rider
Electro Wizard
Flying Machine Electro Wizard Ram Rider
Flying Machine
Flying Machine Goblin Hut
Flying Machine
Flying Machine Goblin Hut
Flying Machine Goblin Hut Goblin Drill
Flying Machine Goblin Hut
Flying Machine Electro Wizard
Flying Machine
Flying Machine Goblin Drill
Flying Machine Electro Wizard Ram Rider
Flying Machine Ram Rider
Flying Machine Electro Wizard
Electro Wizard Flying Machine Goblin Hut
Electro Wizard
Electro Wizard Flying Machine Goblin Hut
Flying Machine Electro Wizard Ram Rider
Flying Machine Electro Wizard
Flying Machine Skeleton King
Flying Machine
Flying Machine Electro Wizard Skeleton King
Flying Machine Electro Wizard
Flying Machine Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: