My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Missing cards in your collection

Mighty Miner

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 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!
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.

Musketeer Goblin Giant Mother Witch

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.

Elixir Golem Musketeer Battle Ram Goblin Giant Royal Ghost Bandit Mother Witch

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Goblin Giant

Damage spells

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

Rage

Punishments

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

Elixir Golem Battle Ram Goblin Giant Royal Ghost Bandit

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.

Elixir Golem Battle Ram Goblin Giant Royal Ghost Bandit

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 Ghost Bandit

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
Elixir Golem Battle Ram Bandit
Giant Snowball
Musketeer Battle Ram
Zap
Battle Ram Goblin Giant Bandit
Barbarian Barrel
Elixir Golem Musketeer Battle Ram Royal Ghost Bandit
The Log
Elixir Golem Musketeer Battle Ram Bandit
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Musketeer Battle Ram Royal Ghost Bandit Mother Witch
Fireball
Elixir Golem Musketeer Battle Ram Bandit Mother Witch
Poison
Elixir Golem Musketeer Mother Witch
Lightning
Musketeer Battle Ram Bandit Mother Witch
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost

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.

Elixir Golem Battle Ram Rage Royal Ghost Mother Witch

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.

Musketeer

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.

Rage Elixir Golem Royal Ghost Bandit Musketeer Battle Ram Mother Witch Goblin Giant

Shortest cycle

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

11 Rage Elixir Golem Royal Ghost Bandit

Attack Synergies 2 16

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.

Elixir Golem
Rage Musketeer Royal Ghost Bandit Mother Witch
Musketeer
Elixir Golem Battle Ram Goblin Giant Royal Ghost Bandit
Battle Ram
Bandit Musketeer Royal Ghost Mother Witch
Rage
Elixir Golem Goblin Giant Mother Witch
Goblin Giant
Musketeer Rage Bandit Mother Witch
Royal Ghost
Elixir Golem Musketeer Battle Ram Bandit Mother Witch
Bandit
Battle Ram Elixir Golem Musketeer Goblin Giant Royal Ghost
Mother Witch
Elixir Golem Battle Ram Rage Goblin Giant Royal Ghost

Defense Synergies 0 3

Elixir Golem
Musketeer
Royal Ghost Bandit
Battle Ram
Rage
Goblin Giant
Royal Ghost
Musketeer Mother Witch
Bandit
Musketeer
Mother Witch
Royal Ghost

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.

Musketeer Goblin Giant
Musketeer Bandit
Musketeer Bandit
Musketeer Bandit
Musketeer Royal Ghost Bandit Mother Witch
Musketeer
Musketeer Goblin Giant Bandit
Musketeer
Musketeer Royal Ghost Bandit
Mother Witch Musketeer Goblin Giant Royal Ghost Bandit
Musketeer
Musketeer Bandit
Royal Ghost
Bandit
Bandit
Musketeer
Musketeer Royal Ghost Bandit
Musketeer Royal Ghost Bandit Mother Witch
Musketeer
Royal Ghost Musketeer Goblin Giant Bandit Mother Witch

Counters to secondary win conditions

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

Royal Ghost Bandit
Bandit Musketeer Royal Ghost
Bandit Musketeer Goblin Giant
Musketeer Goblin Giant Bandit
Musketeer Goblin Giant Bandit
Mother Witch Musketeer Goblin Giant
Musketeer Goblin Giant Bandit
Goblin Giant
Bandit
Musketeer Goblin Giant
Musketeer
Goblin Giant
Goblin Giant Bandit
Musketeer
Musketeer Goblin Giant
Musketeer Royal Ghost Mother Witch

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.)

Musketeer Royal Ghost Bandit
Musketeer Royal Ghost Bandit
Goblin Giant Bandit
Musketeer
Mother Witch Musketeer Goblin Giant
Musketeer
Bandit
Musketeer
Musketeer Bandit
Musketeer
Musketeer Bandit
Musketeer Bandit
Musketeer
Musketeer Bandit
Musketeer Bandit
Musketeer Bandit
Mother Witch
Musketeer
Musketeer
Musketeer
Mother Witch
Musketeer Royal Ghost Bandit
Musketeer Bandit
Musketeer Bandit
Musketeer Mother Witch
Musketeer
Musketeer Bandit
Musketeer Bandit
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer Goblin Giant Royal Ghost Bandit

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