My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
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 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!
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 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.

Electro Wizard Ram Rider

Defensive buildings

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

Cannon

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 Electro Wizard Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Battle Ram 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Machine 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.

Suspicious Bush Battle Ram Goblin Machine 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.

Suspicious Bush Cannon Battle Ram Electro Wizard Ram Rider Goblin Machine Goblinstein Mega Knight

Shortest cycle

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

13 Suspicious Bush Cannon Battle Ram Electro Wizard

Attack Synergies 0 5

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.

Cannon
Suspicious Bush
Battle Ram
Electro Wizard
Electro Wizard
Battle Ram Ram Rider Mega Knight
Ram Rider
Electro Wizard Goblin Machine Mega Knight
Goblin Machine
Ram Rider
Mega Knight
Electro Wizard Ram Rider
Goblinstein

Defense Synergies 0 3

Cannon
Electro Wizard
Suspicious Bush
Battle Ram
Electro Wizard
Cannon Ram Rider Mega Knight
Ram Rider
Electro Wizard
Goblin Machine
Mega Knight
Electro Wizard
Goblinstein

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 Electro Wizard Ram Rider
Cannon Electro Wizard Ram Rider Mega Knight
Cannon Ram Rider Mega Knight Electro Wizard
Cannon Electro Wizard Ram Rider Mega Knight
Mega Knight
Cannon Electro Wizard Mega Knight
Electro Wizard Ram Rider Cannon
Cannon Electro Wizard Ram Rider Mega Knight
Cannon
Cannon Electro Wizard Mega Knight
Electro Wizard Cannon Ram Rider Mega Knight
Electro Wizard Ram Rider
Cannon Mega Knight Electro Wizard Ram Rider
Mega Knight Cannon Electro Wizard
Cannon Electro Wizard Ram Rider Mega Knight
Cannon Electro Wizard Ram Rider Mega Knight
Mega Knight Cannon Electro Wizard
Cannon Mega Knight Electro Wizard Ram Rider
Cannon Electro Wizard Ram Rider Mega Knight
Cannon Electro Wizard Ram Rider
Mega Knight Cannon Electro Wizard
Cannon

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Mega Knight
Mega Knight Electro Wizard Ram Rider
Mega Knight Electro Wizard Ram Rider
Cannon Ram Rider Mega Knight
Electro Wizard Ram Rider
Electro Wizard Ram Rider
Mega Knight
Electro Wizard Mega Knight
Cannon
Mega Knight
Mega Knight Electro Wizard
Mega Knight Cannon Ram Rider
Cannon Mega Knight
Electro Wizard
Mega Knight Cannon Electro Wizard
Cannon 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.)

Electro Wizard Ram Rider
Mega Knight
Ram Rider Goblin Machine
Ram Rider
Ram Rider
Electro Wizard
Electro Wizard Ram Rider Goblin Machine
Mega Knight
Electro Wizard Goblin Machine Mega Knight
Goblin Machine Mega Knight
Mega Knight
Goblin Machine Mega Knight
Electro Wizard Ram Rider
Ram Rider Mega Knight
Electro Wizard
Electro Wizard
Mega Knight
Electro Wizard
Mega Knight
Electro Wizard
Electro Wizard Ram Rider
Electro Wizard Mega Knight
Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: