My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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.

Goblin Gang Firecracker Musketeer Ice Wizard

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.

Firecracker Musketeer Ice Wizard Bandit Mega Knight

Offensive cards

Win conditions

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

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.

Goblin Gang Wall Breakers Bandit 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.

Goblin Gang Wall Breakers Bandit 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.

Firecracker 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
Goblin Gang Wall Breakers Guards Bandit
Giant Snowball
Goblin Gang Musketeer Wall Breakers Guards
Zap
Goblin Gang Firecracker Wall Breakers Guards Bandit
Barbarian Barrel
Goblin Gang Firecracker Musketeer Wall Breakers Guards Ice Wizard Bandit
The Log
Goblin Gang Firecracker Musketeer Wall Breakers Guards Bandit
Earthquake
Goblin Gang Firecracker Guards
Arrows
Goblin Gang Firecracker Wall Breakers Guards
Royal Delivery
Goblin Gang Firecracker Musketeer Wall Breakers Guards Ice Wizard Bandit
Fireball
Goblin Gang Firecracker Musketeer Wall Breakers Ice Wizard Bandit
Poison
Goblin Gang Firecracker Musketeer Guards Ice Wizard
Lightning
Musketeer Ice Wizard Bandit
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Guards Ice Wizard 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.

Goblin Gang Musketeer Ice 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.

Wall Breakers Goblin Gang Firecracker Guards Ice Wizard Bandit Musketeer Mega Knight

Shortest cycle

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

11 Wall Breakers Goblin Gang Firecracker Guards

Attack Synergies 0 11

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.

Goblin Gang
Firecracker Bandit
Firecracker
Goblin Gang Wall Breakers Bandit Mega Knight
Musketeer
Bandit Mega Knight
Wall Breakers
Firecracker Mega Knight
Guards
Bandit
Ice Wizard
Bandit
Bandit
Goblin Gang Firecracker Musketeer Guards Ice Wizard Mega Knight
Mega Knight
Firecracker Musketeer Wall Breakers Bandit

Defense Synergies 2 15

Goblin Gang
Musketeer Firecracker Guards Ice Wizard Bandit
Firecracker
Goblin Gang Musketeer Guards Ice Wizard Bandit Mega Knight
Musketeer
Goblin Gang Guards Firecracker Bandit Mega Knight
Wall Breakers
Guards
Musketeer Goblin Gang Firecracker Ice Wizard
Ice Wizard
Goblin Gang Firecracker Guards Bandit Mega Knight
Bandit
Goblin Gang Firecracker Musketeer Ice Wizard Mega Knight
Mega Knight
Firecracker Musketeer Ice Wizard Bandit

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.

Firecracker Musketeer
Goblin Gang Firecracker Musketeer Ice Wizard Bandit Mega Knight
Goblin Gang Mega Knight Musketeer Ice Wizard Bandit
Goblin Gang Firecracker Musketeer Guards Ice Wizard Bandit Mega Knight
Firecracker Mega Knight
Goblin Gang Firecracker Musketeer Guards Ice Wizard Bandit Mega Knight
Musketeer Goblin Gang Firecracker Ice Wizard
Musketeer Bandit Mega Knight
Goblin Gang Musketeer Ice Wizard
Goblin Gang Guards Firecracker Musketeer Ice Wizard Bandit Mega Knight
Goblin Gang Guards Ice Wizard Firecracker Musketeer Bandit Mega Knight
Musketeer Goblin Gang Firecracker Ice Wizard
Mega Knight Goblin Gang Musketeer Guards Ice Wizard Bandit
Mega Knight Goblin Gang Firecracker Guards
Goblin Gang Bandit Mega Knight
Goblin Gang Bandit Mega Knight
Mega Knight Goblin Gang Firecracker Musketeer
Mega Knight Goblin Gang Firecracker Musketeer Guards Ice Wizard Bandit
Firecracker Musketeer Guards Ice Wizard Bandit Mega Knight
Musketeer
Goblin Gang Mega Knight Firecracker Musketeer Guards Bandit

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Bandit
Bandit Goblin Gang Firecracker Musketeer Mega Knight
Goblin Gang Guards Bandit Mega Knight Musketeer
Goblin Gang Guards Mega Knight Musketeer Bandit
Goblin Gang Musketeer Guards Bandit Mega Knight
Firecracker Goblin Gang Musketeer Ice Wizard
Goblin Gang Guards Musketeer Ice Wizard Bandit
Mega Knight
Mega Knight Firecracker Bandit
Goblin Gang Musketeer Guards
Mega Knight Musketeer Guards
Mega Knight Guards
Mega Knight Goblin Gang Guards Bandit
Firecracker Musketeer Mega Knight
Goblin Gang Guards Firecracker Musketeer
Mega Knight Firecracker Musketeer Ice Wizard
Ice 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.)

Firecracker Musketeer Guards Bandit
Firecracker Musketeer Ice Wizard Bandit
Bandit
Firecracker Musketeer Guards
Firecracker Mega Knight
Firecracker Musketeer Ice Wizard
Firecracker Musketeer
Firecracker Ice Wizard
Firecracker Bandit
Goblin Gang Musketeer Guards
Firecracker Musketeer Bandit
Firecracker Musketeer
Firecracker Musketeer Bandit
Firecracker Musketeer Bandit
Firecracker Musketeer
Firecracker Musketeer Bandit
Firecracker Musketeer Bandit Mega Knight
Firecracker Musketeer Bandit Mega Knight
Firecracker Mega Knight
Musketeer Mega Knight
Musketeer
Musketeer
Firecracker Ice Wizard Mega Knight
Firecracker Musketeer Ice Wizard Bandit
Musketeer Bandit Mega Knight
Firecracker Musketeer Bandit
Firecracker Musketeer Ice Wizard
Firecracker Musketeer Guards
Musketeer Bandit Mega Knight
Firecracker
Mega Knight
Firecracker
Goblin Gang Musketeer Guards Bandit
Firecracker Musketeer Ice Wizard
Goblin Gang Firecracker Musketeer Mega Knight
Firecracker Musketeer
Firecracker Musketeer Mega Knight
Goblin Gang Firecracker Musketeer Guards
Firecracker Musketeer
Firecracker Musketeer Bandit Mega Knight
Firecracker Mega Knight

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