My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!
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.

Minions Tesla Wizard Magic Archer

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Royal Hogs

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.

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.

Barbarians Royal Hogs Giant Skeleton Magic Archer

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 Magic Archer

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
Minions Royal Hogs Clone Giant Skeleton
Giant Snowball
Minions Barbarians Royal Hogs Clone
Zap
Minions Royal Hogs Clone
Barbarian Barrel
Tesla Barbarians Wizard Royal Hogs Clone Giant Skeleton Magic Archer
The Log
Barbarians Royal Hogs Clone Giant Skeleton
Earthquake
Tesla Barbarians Royal Hogs Clone
Arrows
Minions Royal Hogs Clone
Royal Delivery
Minions Barbarians Wizard Royal Hogs Clone Giant Skeleton Magic Archer
Fireball
Minions Tesla Barbarians Wizard Royal Hogs Clone Magic Archer
Poison
Minions Barbarians Wizard Royal Hogs Clone Magic Archer
Lightning
Tesla Wizard Magic Archer
Rocket
Barbarians Wizard Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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.

Clone Giant Skeleton

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.

Minions Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Clone Tesla Magic Archer Barbarians Wizard Royal Hogs Giant Skeleton

Shortest cycle

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

14 Minions Clone Tesla Magic Archer

Attack Synergies 1 9

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.

Minions
Royal Hogs Clone Giant Skeleton
Tesla
Barbarians
Wizard
Royal Hogs Giant Skeleton
Royal Hogs
Minions Wizard Clone Magic Archer
Clone
Giant Skeleton Minions Royal Hogs Magic Archer
Giant Skeleton
Clone Minions Wizard Magic Archer
Magic Archer
Royal Hogs Clone Giant Skeleton

Defense Synergies 0 6

Minions
Tesla Giant Skeleton
Tesla
Minions Wizard Magic Archer
Barbarians
Wizard
Tesla Giant Skeleton
Royal Hogs
Clone
Giant Skeleton
Minions Wizard Magic Archer
Magic Archer
Tesla Giant Skeleton

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.

Minions Tesla Wizard Magic Archer
Barbarians Minions Tesla
Tesla Barbarians Minions Giant Skeleton
Tesla Barbarians Minions
Barbarians Giant Skeleton
Minions Tesla Magic Archer
Minions Tesla Wizard Magic Archer
Tesla Barbarians Giant Skeleton Magic Archer
Tesla Barbarians Minions
Tesla Barbarians Giant Skeleton
Minions Barbarians Tesla Wizard Giant Skeleton Magic Archer
Minions Tesla Wizard Magic Archer
Tesla Barbarians Minions Wizard Giant Skeleton
Wizard Minions Tesla Barbarians Magic Archer
Barbarians Tesla
Barbarians Tesla
Tesla Barbarians Wizard Minions
Tesla Minions Barbarians Wizard Magic Archer
Wizard Minions Tesla Barbarians Giant Skeleton Magic Archer
Barbarians Tesla
Wizard Minions Tesla Barbarians Giant Skeleton

Counters to secondary win conditions

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

Barbarians Tesla Giant Skeleton
Tesla Wizard Magic Archer
Barbarians Giant Skeleton Minions
Giant Skeleton Tesla Barbarians
Barbarians Giant Skeleton Tesla
Wizard Minions Tesla Magic Archer
Minions Tesla Barbarians Giant Skeleton
Giant Skeleton Tesla Barbarians
Giant Skeleton Minions Barbarians Magic Archer
Tesla Barbarians
Minions Tesla Barbarians Giant Skeleton
Barbarians Giant Skeleton
Barbarians Giant Skeleton Tesla Wizard
Wizard Tesla Barbarians Magic Archer
Tesla Barbarians Minions Giant Skeleton Magic Archer
Minions Tesla Barbarians Wizard Giant Skeleton Magic Archer

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.)

Magic Archer Giant Skeleton
Magic Archer
Giant Skeleton Magic Archer
Barbarians Giant Skeleton
Wizard Magic Archer
Wizard Minions Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Minions
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Minions Magic Archer
Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Minions
Wizard Magic Archer
Wizard Magic Archer
Minions Giant Skeleton Magic Archer
Wizard
Barbarians
Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Wizard Magic Archer
Minions Wizard
Wizard Magic Archer
Magic Archer
Giant Skeleton
Wizard Magic Archer
Minions Barbarians Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Giant Skeleton
Minions Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Magic Archer

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