My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Cannon Cart Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Earthquake

Punishments

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

Cannon Cart Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Cannon Cart Royal Ghost

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.

Electro Spirit Royal Ghost Electro Wizard Goblin Machine

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
Cannon Cart
Giant Snowball
Zap
Cannon Cart
Barbarian Barrel
Electro Spirit Bomb Tower Cannon Cart Royal Ghost Electro Wizard
The Log
Electro Spirit Cannon Cart
Earthquake
Bomb Tower
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Cannon Cart Royal Ghost Electro Wizard
Fireball
Bomb Tower Cannon Cart Electro Wizard
Poison
Bomb Tower Electro Wizard
Lightning
Bomb Tower Cannon Cart Electro Wizard
Rocket
Bomb Tower Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Earthquake Bomb Tower Royal Ghost Goblin Machine

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.

Electro Spirit Arrows Royal Ghost Goblin Machine

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.

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.

Electro Spirit Arrows Earthquake Royal Ghost Bomb Tower Electro Wizard Cannon Cart Goblin Machine

Shortest cycle

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

10 Electro Spirit Arrows Earthquake Royal Ghost

Attack Synergies 0 6

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.

Electro Spirit
Cannon Cart
Arrows
Earthquake Cannon Cart
Earthquake
Arrows
Bomb Tower
Cannon Cart
Electro Spirit Arrows Royal Ghost Electro Wizard
Royal Ghost
Cannon Cart Electro Wizard
Electro Wizard
Cannon Cart Royal Ghost
Goblin Machine

Defense Synergies 0 8

Electro Spirit
Electro Wizard
Arrows
Bomb Tower Cannon Cart
Earthquake
Bomb Tower
Bomb Tower
Arrows Earthquake Electro Wizard
Cannon Cart
Arrows Royal Ghost Electro Wizard
Royal Ghost
Cannon Cart Electro Wizard
Electro Wizard
Electro Spirit Bomb Tower Cannon Cart Royal Ghost
Goblin Machine

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.

Earthquake Cannon Cart Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Arrows Earthquake Bomb Tower
Arrows Electro Spirit Earthquake Bomb Tower Cannon Cart Royal Ghost Electro Wizard
Electro Wizard Electro Spirit Arrows Bomb Tower
Earthquake Electro Spirit Arrows Bomb Tower Cannon Cart Electro Wizard
Bomb Tower
Cannon Cart Royal Ghost Electro Wizard
Electro Wizard Electro Spirit Arrows Earthquake Bomb Tower Cannon Cart Royal Ghost
Arrows Electro Wizard
Bomb Tower Earthquake Cannon Cart Electro Wizard
Bomb Tower Electro Spirit Arrows Earthquake Cannon Cart Royal Ghost Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower Arrows Cannon Cart Electro Wizard
Arrows Bomb Tower Electro Spirit Cannon Cart Royal Ghost Electro Wizard
Arrows Earthquake Bomb Tower Electro Spirit Cannon Cart Royal Ghost Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Royal Ghost Electro Spirit Arrows Earthquake Bomb Tower Cannon Cart Electro Wizard

Counters to secondary win conditions

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

Cannon Cart Royal Ghost Electro Wizard
Electro Wizard Arrows Bomb Tower Cannon Cart Royal Ghost
Bomb Tower Cannon Cart Electro Wizard
Cannon Cart Electro Wizard
Cannon Cart
Arrows Electro Spirit Bomb Tower Electro Wizard
Bomb Tower Cannon Cart Electro Wizard
Bomb Tower Cannon Cart
Electro Wizard Electro Spirit Bomb Tower Cannon Cart
Bomb Tower Cannon Cart
Arrows Electro Wizard
Cannon Cart Bomb Tower
Bomb Tower Cannon Cart
Electro Wizard Electro Spirit Bomb Tower Cannon Cart
Arrows Electro Spirit Earthquake Bomb Tower Cannon Cart Royal Ghost Electro Wizard
Electro Spirit Arrows Bomb Tower 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.)

Earthquake Arrows Royal Ghost
Arrows Royal Ghost Electro Wizard
Earthquake Arrows Cannon Cart
Earthquake Cannon Cart Arrows
Arrows Earthquake
Arrows Electro Spirit Goblin Machine
Arrows Earthquake
Arrows Earthquake
Arrows
Electro Wizard
Arrows Earthquake Cannon Cart Electro Wizard Goblin Machine
Arrows
Earthquake Cannon Cart
Earthquake Arrows Cannon Cart
Earthquake Arrows Cannon Cart
Earthquake Arrows Cannon Cart
Earthquake Arrows Cannon Cart
Arrows Earthquake
Arrows Earthquake Electro Wizard Goblin Machine
Arrows Earthquake Goblin Machine
Earthquake
Arrows
Earthquake Arrows Cannon Cart
Arrows Earthquake Electro Spirit Goblin Machine
Arrows Earthquake Royal Ghost Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Electro Spirit
Arrows Earthquake
Electro Spirit Arrows Electro Wizard
Arrows Earthquake
Earthquake Electro Wizard Electro Spirit Cannon Cart
Arrows Electro Wizard
Arrows
Cannon Cart Electro Wizard
Arrows Earthquake
Arrows
Cannon Cart
Electro Spirit Electro Wizard
Electro Wizard
Cannon Cart Royal Ghost Electro Wizard
Cannon Cart

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