My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Minion Horde 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.

Bomber Firecracker Royal Recruits Wizard Electro Giant Mega Knight Skeleton King

Offensive cards

Win conditions

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

Electro Giant

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 Recruits Electro Giant 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.

Minion Horde Royal Recruits Electro Giant Mega Knight Skeleton King

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

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 Minion Horde Royal Recruits Skeleton King
Giant Snowball
Bomber Minion Horde Royal Recruits Skeleton King
Zap
Bomber Firecracker Minion Horde Skeleton King
Barbarian Barrel
Bomber Firecracker Royal Recruits Wizard Skeleton King
The Log
Bomber Firecracker Royal Recruits Skeleton King
Earthquake
Bomber Firecracker Skeleton King
Arrows
Bomber Firecracker Minion Horde Royal Recruits Skeleton King
Royal Delivery
Bomber Firecracker Minion Horde Royal Recruits Wizard Skeleton King
Fireball
Bomber Firecracker Minion Horde Wizard Skeleton King
Poison
Bomber Firecracker Minion Horde Royal Recruits Wizard Skeleton King
Lightning
Wizard Skeleton King
Rocket
Minion Horde Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Wizard Electro Giant Mega Knight Skeleton King

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.

Royal Recruits Electro Giant 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.

Minion Horde 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.

Bomber Firecracker Skeleton King Minion Horde Wizard Royal Recruits Electro Giant Mega Knight

Shortest cycle

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

14 Bomber Firecracker Skeleton King Minion Horde

Attack Synergies 1 5

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
Royal Recruits Mega Knight
Firecracker
Royal Recruits Mega Knight
Minion Horde
Mega Knight
Royal Recruits
Bomber Firecracker
Wizard
Mega Knight
Electro Giant
Mega Knight
Minion Horde Bomber Firecracker Wizard
Skeleton King

Defense Synergies 0 6

Bomber
Royal Recruits Electro Giant
Firecracker
Royal Recruits Mega Knight
Minion Horde
Royal Recruits
Bomber Firecracker
Wizard
Mega Knight Skeleton King
Electro Giant
Bomber
Mega Knight
Firecracker Wizard
Skeleton King
Wizard

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 Firecracker Minion Horde Royal Recruits Wizard
Minion Horde Firecracker Royal Recruits Mega Knight
Minion Horde Mega Knight Bomber Royal Recruits
Minion Horde Royal Recruits Firecracker Mega Knight Skeleton King
Bomber Firecracker Royal Recruits Mega Knight
Bomber Firecracker Mega Knight
Minion Horde Firecracker Wizard
Royal Recruits Electro Giant Mega Knight
Minion Horde Royal Recruits Skeleton King
Bomber Firecracker Minion Horde Royal Recruits Mega Knight
Minion Horde Bomber Firecracker Royal Recruits Wizard Electro Giant Mega Knight Skeleton King
Minion Horde Firecracker Wizard
Minion Horde Royal Recruits Mega Knight Bomber Wizard
Bomber Wizard Mega Knight Firecracker Minion Horde Royal Recruits Skeleton King
Royal Recruits Minion Horde Mega Knight Skeleton King
Minion Horde Royal Recruits Electro Giant Mega Knight
Minion Horde Wizard Mega Knight Bomber Firecracker Royal Recruits
Mega Knight Bomber Firecracker Minion Horde Royal Recruits Wizard
Wizard Bomber Firecracker Royal Recruits Mega Knight
Royal Recruits
Bomber Royal Recruits Wizard Mega Knight Firecracker Minion Horde Electro Giant

Counters to secondary win conditions

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

Royal Recruits Mega Knight Electro Giant
Bomber Firecracker Wizard Mega Knight
Royal Recruits Mega Knight Minion Horde
Royal Recruits Mega Knight Minion Horde
Royal Recruits Minion Horde Mega Knight
Firecracker Wizard Electro Giant Minion Horde
Royal Recruits Minion Horde
Mega Knight Minion Horde Royal Recruits
Minion Horde Royal Recruits Mega Knight Firecracker
Royal Recruits Minion Horde
Mega Knight Minion Horde Royal Recruits
Royal Recruits Mega Knight Electro Giant
Royal Recruits Mega Knight Minion Horde Wizard Skeleton King
Royal Recruits Wizard Bomber Firecracker Minion Horde Electro Giant Mega Knight
Royal Recruits Electro Giant Bomber Firecracker Minion Horde Skeleton King
Mega Knight Bomber Firecracker Minion Horde Royal Recruits Wizard Electro Giant Skeleton King
Bomber

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 Minion Horde Royal Recruits
Firecracker
Minion Horde
Firecracker Royal Recruits
Bomber Wizard Firecracker Minion Horde Mega Knight
Firecracker Wizard Electro Giant Minion Horde
Bomber Firecracker Minion Horde Wizard
Firecracker Wizard
Firecracker Wizard
Minion Horde
Firecracker Minion Horde Royal Recruits Wizard
Firecracker Wizard
Firecracker
Firecracker Minion Horde
Firecracker
Bomber Firecracker Minion Horde Wizard
Firecracker Minion Horde Royal Recruits Wizard Mega Knight
Bomber Minion Horde
Bomber Firecracker Wizard Mega Knight
Bomber Firecracker Wizard Electro Giant Mega Knight
Minion Horde Mega Knight
Wizard
Minion Horde Royal Recruits
Firecracker Electro Giant Bomber Wizard Mega Knight
Minion Horde
Firecracker Wizard
Wizard Mega Knight
Firecracker
Firecracker Minion Horde Wizard Electro Giant
Firecracker Minion Horde Wizard Electro Giant
Minion Horde
Bomber Minion Horde Wizard Mega Knight
Firecracker Minion Horde
Minion Horde Mega Knight
Firecracker Wizard
Minion Horde Royal Recruits
Firecracker Wizard
Firecracker Minion Horde Wizard Mega Knight
Bomber Firecracker Wizard Skeleton King
Electro Giant
Firecracker Minion Horde Royal Recruits Mega Knight
Electro Giant Firecracker Minion Horde Royal Recruits Skeleton King
Firecracker
Firecracker Royal Recruits Electro Giant Mega Knight
Firecracker Wizard Mega Knight

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