My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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.

Wizard Inferno Dragon Ram Rider

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.

Wizard Giant Skeleton Royal Ghost Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel Ram Rider

Damage spells

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

Arrows

Punishments

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

Wall Breakers Goblin Barrel Royal Ghost Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Wall Breakers Giant Skeleton Royal Ghost Ram Rider

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.

Goblin Barrel Giant Skeleton Royal Ghost Ram Rider

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
Wall Breakers Goblin Barrel Giant Skeleton Inferno Dragon Ram Rider
Giant Snowball
Wall Breakers Goblin Barrel Inferno Dragon Ram Rider
Zap
Wall Breakers Goblin Barrel Inferno Dragon Ram Rider
Barbarian Barrel
Wizard Wall Breakers Goblin Barrel Giant Skeleton Royal Ghost
The Log
Wall Breakers Goblin Barrel Giant Skeleton Ram Rider
Earthquake
Goblin Barrel
Arrows
Wall Breakers Goblin Barrel
Royal Delivery
Wizard Wall Breakers Goblin Barrel Giant Skeleton Royal Ghost Inferno Dragon Ram Rider
Fireball
Wizard Wall Breakers Goblin Barrel Inferno Dragon Ram Rider
Poison
Wizard
Lightning
Wizard Inferno Dragon Ram Rider
Rocket
Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Giant Skeleton Royal Ghost Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Wizard Goblin Barrel

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 Arrows Goblin Barrel Royal Ghost Inferno Dragon Wizard Ram Rider Giant Skeleton

Shortest cycle

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

11 Wall Breakers Arrows Goblin Barrel Royal Ghost

Attack Synergies 0 12

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.

Arrows
Wall Breakers Goblin Barrel Giant Skeleton Ram Rider
Wizard
Giant Skeleton Royal Ghost Ram Rider
Wall Breakers
Arrows Royal Ghost
Goblin Barrel
Arrows Giant Skeleton Royal Ghost Ram Rider
Giant Skeleton
Arrows Wizard Goblin Barrel
Royal Ghost
Wizard Wall Breakers Goblin Barrel Ram Rider
Inferno Dragon
Ram Rider
Arrows Wizard Goblin Barrel Royal Ghost

Defense Synergies 0 3

Arrows
Giant Skeleton
Wizard
Giant Skeleton Royal Ghost
Wall Breakers
Goblin Barrel
Giant Skeleton
Arrows Wizard
Royal Ghost
Wizard
Inferno Dragon
Ram Rider

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.

Wizard Ram Rider
Inferno Dragon Ram Rider
Ram Rider Giant Skeleton Inferno Dragon
Inferno Dragon Ram Rider
Arrows Giant Skeleton
Arrows Royal Ghost
Inferno Dragon Ram Rider Arrows Wizard
Arrows Giant Skeleton Ram Rider
Inferno Dragon
Giant Skeleton Royal Ghost
Arrows Wizard Giant Skeleton Royal Ghost Ram Rider
Arrows Inferno Dragon Wizard Ram Rider
Wizard Giant Skeleton Ram Rider
Wizard Arrows Royal Ghost
Inferno Dragon Ram Rider
Inferno Dragon Ram Rider
Wizard Arrows
Arrows Wizard Royal Ghost Ram Rider
Arrows Wizard Giant Skeleton Royal Ghost Inferno Dragon Ram Rider
Inferno Dragon Ram Rider
Wizard Royal Ghost Arrows Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton Royal Ghost
Arrows Wizard Royal Ghost Inferno Dragon
Giant Skeleton Ram Rider
Giant Skeleton Ram Rider
Giant Skeleton Inferno Dragon Ram Rider
Arrows Wizard Ram Rider
Giant Skeleton Ram Rider
Giant Skeleton Inferno Dragon
Giant Skeleton Inferno Dragon
Inferno Dragon
Inferno Dragon Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Wizard Ram Rider
Wizard
Giant Skeleton Inferno Dragon
Arrows Wizard Giant Skeleton Royal Ghost Inferno Dragon
Arrows

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.)

Arrows Giant Skeleton Royal Ghost
Arrows Royal Ghost Ram Rider
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows
Arrows Wizard Ram Rider
Arrows Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Royal Ghost Ram Rider
Arrows Wizard Ram Rider
Arrows
Arrows Wizard
Wizard
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Arrows Wizard Ram Rider
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton Royal Ghost
Inferno Dragon
Wizard

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