My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Mediocre

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.

Firecracker Wizard Magic Archer

Defensive buildings

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

Mortar

Investments

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

Firecracker Wizard Magic Archer

Offensive cards

Win conditions

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

Mortar

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.

Mortar

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.

Mortar Barbarians Magic Archer

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 Magic Archer 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
Guards Skeleton Army
Giant Snowball
Barbarians Guards Skeleton Army
Zap
Firecracker Mortar Guards Skeleton Army
Barbarian Barrel
Firecracker Mortar Barbarians Wizard Guards Skeleton Army Magic Archer
The Log
Firecracker Barbarians Guards Skeleton Army
Earthquake
Firecracker Mortar Barbarians Guards Skeleton Army
Arrows
Firecracker Guards Skeleton Army
Royal Delivery
Firecracker Barbarians Wizard Guards Skeleton Army Magic Archer
Fireball
Firecracker Mortar Barbarians Wizard Skeleton Army Magic Archer
Poison
Firecracker Mortar Barbarians Wizard Guards Skeleton Army Magic Archer
Lightning
Mortar Wizard Magic Archer
Rocket
Mortar Barbarians Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Magic Archer Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Wizard Magic Archer Goblin Machine

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 Skeleton Army Goblin Machine

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.

Skeleton Army

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.

Barbarians 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.

Firecracker Guards Skeleton Army Mortar Magic Archer Barbarians Wizard Goblin Machine

Shortest cycle

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

13 Firecracker Guards Skeleton Army Mortar

Attack Synergies 0 1

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.

Firecracker
Mortar
Mortar
Firecracker
Barbarians
Wizard
Guards
Skeleton Army
Magic Archer
Goblin Machine

Defense Synergies 0 12

Firecracker
Mortar Guards Skeleton Army
Mortar
Firecracker Wizard Guards Skeleton Army
Barbarians
Skeleton Army
Wizard
Mortar Guards Skeleton Army
Guards
Firecracker Mortar Wizard Skeleton Army Magic Archer
Skeleton Army
Firecracker Mortar Barbarians Wizard Guards Magic Archer
Magic Archer
Guards Skeleton Army
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.

Firecracker Mortar Wizard Magic Archer
Barbarians Skeleton Army Firecracker Mortar
Mortar Barbarians Skeleton Army
Barbarians Skeleton Army Firecracker Mortar Guards
Firecracker Barbarians Skeleton Army
Skeleton Army Firecracker Guards Magic Archer
Firecracker Mortar Wizard Magic Archer
Barbarians Magic Archer
Barbarians Mortar Skeleton Army
Guards Skeleton Army Firecracker Barbarians
Barbarians Guards Skeleton Army Firecracker Wizard Magic Archer
Firecracker Wizard Magic Archer
Mortar Barbarians Skeleton Army Wizard Guards
Wizard Skeleton Army Firecracker Mortar Barbarians Guards Magic Archer
Barbarians Skeleton Army Mortar
Barbarians Skeleton Army Mortar
Barbarians Wizard Firecracker Mortar Skeleton Army
Mortar Firecracker Barbarians Wizard Guards Skeleton Army Magic Archer
Mortar Wizard Firecracker Barbarians Guards Magic Archer
Barbarians Mortar
Wizard Skeleton Army Firecracker Barbarians Guards

Counters to secondary win conditions

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

Barbarians Guards Skeleton Army
Firecracker Mortar Wizard Magic Archer
Barbarians Guards Skeleton Army
Guards Skeleton Army Barbarians
Barbarians Guards Skeleton Army
Firecracker Wizard Magic Archer
Guards Skeleton Army Barbarians
Barbarians Skeleton Army
Firecracker Mortar Barbarians Skeleton Army Magic Archer
Barbarians Guards Skeleton Army
Barbarians Guards
Skeleton Army Barbarians Guards
Barbarians Skeleton Army Wizard Guards
Wizard Firecracker Barbarians Skeleton Army Magic Archer
Barbarians Guards Skeleton Army Firecracker Mortar Magic Archer
Firecracker Barbarians Wizard Magic Archer

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.)

Magic Archer Firecracker Mortar Guards
Firecracker Mortar Magic Archer
Magic Archer
Firecracker Barbarians Guards
Wizard Firecracker Mortar Magic Archer
Firecracker Wizard Magic Archer
Firecracker Mortar Wizard Magic Archer
Firecracker Wizard Magic Archer
Firecracker Mortar Wizard
Guards
Firecracker Mortar Wizard Magic Archer
Firecracker Wizard Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Magic Archer
Firecracker Mortar Wizard Magic Archer
Magic Archer Firecracker Mortar Wizard
Mortar
Firecracker Mortar Wizard Magic Archer
Firecracker Mortar Wizard Magic Archer
Magic Archer
Wizard
Mortar Barbarians
Firecracker Mortar Wizard Magic Archer
Firecracker Mortar Wizard Magic Archer
Mortar Wizard Magic Archer
Firecracker Mortar Magic Archer
Firecracker Wizard Magic Archer
Firecracker Wizard Guards
Mortar Wizard Magic Archer
Firecracker Magic Archer
Firecracker Wizard Magic Archer
Barbarians Guards Skeleton Army Magic Archer
Firecracker Wizard Magic Archer
Firecracker Wizard Magic Archer
Firecracker Mortar Wizard Magic Archer
Firecracker
Firecracker Guards Magic Archer
Firecracker Magic Archer
Firecracker Mortar Magic Archer

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