My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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

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.

Bomber Knight Elixir Golem Musketeer Battle Ram Golden Knight

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Wall Breakers

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.

Elixir Golem Battle Ram Wall Breakers Golden 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.

Knight Elixir Golem Battle Ram Wall Breakers

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.

Golden Knight

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
Bomber Elixir Golem Battle Ram Wall Breakers
Giant Snowball
Bomber Cannon Musketeer Battle Ram Wall Breakers
Zap
Bomber Cannon Battle Ram Wall Breakers
Barbarian Barrel
Bomber Knight Cannon Elixir Golem Musketeer Battle Ram Wall Breakers
The Log
Bomber Cannon Elixir Golem Musketeer Battle Ram Wall Breakers
Earthquake
Bomber Cannon Elixir Golem
Arrows
Bomber Wall Breakers
Royal Delivery
Bomber Knight Elixir Golem Musketeer Battle Ram Wall Breakers
Fireball
Bomber Cannon Elixir Golem Musketeer Battle Ram Wall Breakers
Poison
Bomber Cannon Elixir Golem Musketeer
Lightning
Knight Cannon Musketeer Battle Ram
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.

Bomber

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.

Knight Elixir Golem Battle Ram

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Wall Breakers Knight Cannon Elixir Golem Musketeer Battle Ram Golden Knight

Shortest cycle

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

10 Bomber Wall Breakers Knight Cannon

Attack Synergies 3 7

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.

Bomber
Knight Elixir Golem Battle Ram
Knight
Musketeer Battle Ram Wall Breakers Bomber
Cannon
Elixir Golem
Bomber Musketeer
Musketeer
Knight Elixir Golem Battle Ram
Battle Ram
Knight Bomber Musketeer Wall Breakers Golden Knight
Wall Breakers
Knight Battle Ram
Golden Knight
Battle Ram

Defense Synergies 4 3

Bomber
Knight Cannon Golden Knight
Knight
Bomber Cannon Musketeer
Cannon
Knight Musketeer Bomber
Elixir Golem
Musketeer
Knight Cannon Golden Knight
Battle Ram
Wall Breakers
Golden Knight
Bomber Musketeer

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.

Bomber Knight Cannon Musketeer Golden Knight
Bomber Knight Cannon Musketeer
Cannon Bomber Knight Musketeer
Cannon Bomber Knight Musketeer
Bomber
Bomber Cannon Musketeer
Musketeer Cannon
Cannon Musketeer Golden Knight
Cannon Musketeer
Knight Bomber Cannon Musketeer
Bomber Knight Cannon Musketeer
Musketeer
Cannon Bomber Knight Musketeer
Bomber Cannon Golden Knight
Knight Cannon
Cannon
Bomber Knight Cannon Musketeer
Cannon Bomber Knight Musketeer Golden Knight
Bomber Knight Cannon Musketeer
Cannon Musketeer
Bomber Knight Cannon Musketeer

Counters to secondary win conditions

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

Knight
Bomber Knight Musketeer
Knight Musketeer Golden Knight
Knight Musketeer
Knight Cannon Musketeer
Musketeer
Knight Musketeer
Knight
Knight
Cannon Musketeer
Knight Musketeer Golden Knight
Knight Cannon Golden Knight
Bomber Cannon Musketeer
Bomber Knight Musketeer Golden Knight
Bomber Cannon Musketeer Golden Knight
Cannon

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.)

Knight Musketeer Golden Knight
Musketeer Golden Knight
Knight Musketeer
Bomber
Musketeer
Bomber Musketeer
Golden Knight
Musketeer
Knight Musketeer Golden Knight
Musketeer
Knight Musketeer Golden Knight
Musketeer
Musketeer
Bomber Musketeer Golden Knight
Musketeer
Bomber
Bomber Musketeer
Bomber Golden Knight
Musketeer
Musketeer
Musketeer
Bomber
Musketeer Golden Knight
Musketeer Golden Knight
Musketeer Golden Knight
Musketeer
Musketeer
Bomber Musketeer
Musketeer
Musketeer
Knight Musketeer
Bomber Musketeer
Musketeer
Musketeer Golden Knight
Musketeer
Musketeer Golden Knight

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