My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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.

Mega Minion Musketeer Electro 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 Mega Minion Musketeer Golem Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Golem

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.

Elite Barbarians 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.

Elite Barbarians Golem 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.

Elite Barbarians Golem Bandit Electro Wizard

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 Elite Barbarians Bandit
Giant Snowball
Bomber Mega Minion Musketeer
Zap
Bomber Bandit
Barbarian Barrel
Bomber Elite Barbarians Musketeer Bandit Electro Wizard
The Log
Bomber Elite Barbarians Musketeer Bandit
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Fireball
Bomber Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Poison
Bomber Mega Minion Musketeer Electro Wizard
Lightning
Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Rocket
Elite Barbarians 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 Mega Knight

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.

Mega Minion Golem Mega Knight

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.

Elite Barbarians

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Mega Minion Bandit Musketeer Electro Wizard Elite Barbarians Mega Knight Golem

Shortest cycle

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

12 Bomber Mega Minion Bandit Musketeer

Attack Synergies 2 14

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
Golem Elite Barbarians Bandit Mega Knight
Elite Barbarians
Bomber Bandit Mega Knight
Mega Minion
Golem Mega Knight
Musketeer
Golem Bandit Mega Knight
Golem
Bomber Mega Minion Musketeer Bandit Electro Wizard
Bandit
Bomber Elite Barbarians Musketeer Golem Electro Wizard Mega Knight
Electro Wizard
Golem Bandit Mega Knight
Mega Knight
Bomber Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard

Defense Synergies 0 14

Bomber
Bandit Electro Wizard
Elite Barbarians
Mega Minion Mega Knight
Mega Minion
Elite Barbarians Musketeer Bandit Electro Wizard Mega Knight
Musketeer
Mega Minion Bandit Electro Wizard Mega Knight
Golem
Bandit
Bomber Mega Minion Musketeer Electro Wizard Mega Knight
Electro Wizard
Bomber Mega Minion Musketeer Bandit Mega Knight
Mega Knight
Elite Barbarians Mega Minion Musketeer Bandit Electro 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 Mega Minion Musketeer Electro Wizard
Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard Mega Knight
Mega Knight Bomber Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard Mega Knight
Bomber Elite Barbarians Mega Knight
Bomber Mega Minion Musketeer Bandit Electro Wizard Mega Knight
Mega Minion Musketeer Electro Wizard
Musketeer Bandit Electro Wizard Mega Knight
Elite Barbarians Musketeer
Elite Barbarians Bomber Musketeer Bandit Electro Wizard Mega Knight
Electro Wizard Bomber Mega Minion Musketeer Bandit Mega Knight
Mega Minion Musketeer Electro Wizard
Mega Knight Bomber Elite Barbarians Musketeer Bandit Electro Wizard
Bomber Mega Knight Mega Minion Electro Wizard
Elite Barbarians Bandit Electro Wizard Mega Knight
Elite Barbarians Bandit Electro Wizard Mega Knight
Mega Knight Bomber Elite Barbarians Musketeer Electro Wizard
Mega Knight Bomber Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Bomber Mega Minion Musketeer Bandit Electro Wizard Mega Knight
Elite Barbarians Musketeer Electro Wizard
Bomber Mega Knight Elite Barbarians Musketeer Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Bandit Electro Wizard
Bandit Electro Wizard Bomber Elite Barbarians Mega Minion Musketeer Mega Knight
Bandit Mega Knight Elite Barbarians Musketeer Electro Wizard
Mega Knight Elite Barbarians Musketeer Bandit Electro Wizard
Elite Barbarians Musketeer Bandit Mega Knight
Musketeer Electro Wizard
Elite Barbarians Mega Minion Musketeer Bandit Electro Wizard
Mega Knight Elite Barbarians
Electro Wizard Mega Knight Elite Barbarians Mega Minion Bandit
Mega Minion Musketeer
Mega Knight Elite Barbarians Mega Minion Musketeer
Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Mega Knight Bandit
Bomber Musketeer Mega Knight
Elite Barbarians Electro Wizard Bomber Mega Minion Musketeer
Mega Knight Bomber Elite Barbarians Mega Minion Musketeer Electro Wizard
Bomber Electro 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.)

Musketeer Bandit
Musketeer Bandit Electro Wizard
Bandit
Musketeer
Bomber Mega Knight
Mega Minion Musketeer
Bomber Musketeer
Bandit
Elite Barbarians Musketeer Electro Wizard
Musketeer Bandit Electro Wizard
Musketeer
Elite Barbarians Musketeer Bandit
Musketeer Bandit
Elite Barbarians Musketeer
Bomber Musketeer Bandit
Musketeer Bandit Mega Knight
Bomber
Bomber Mega Minion Musketeer Bandit Electro Wizard Mega Knight
Bomber Mega Knight
Musketeer Mega Knight
Musketeer
Musketeer
Bomber Mega Knight
Mega Minion
Musketeer Bandit Electro Wizard
Musketeer Bandit Mega Knight
Musketeer Bandit
Elite Barbarians Musketeer Electro Wizard
Electro Wizard Mega Minion Musketeer
Elite Barbarians Mega Minion
Bomber Musketeer Bandit Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Musketeer Bandit
Mega Minion Musketeer Electro Wizard
Mega Minion Musketeer Electro Wizard Mega Knight
Bomber Musketeer
Elite Barbarians Mega Minion Musketeer Mega Knight
Elite Barbarians Musketeer Electro Wizard
Musketeer Electro Wizard
Musketeer Bandit Electro Wizard Mega Knight
Mega Knight

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