My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker 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.

Firecracker Dark Prince Rune Giant Electro Giant Bandit Electro Wizard

Offensive cards

Win conditions

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

Rune Giant 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.

Goblin Gang Dark Prince Electro Giant Bandit

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.

Goblin Gang Dark Prince Rune Giant Electro Giant Bandit

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 Dark Prince 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
Goblin Gang Dark Prince Bandit
Giant Snowball
Goblin Gang
Zap
Goblin Gang Firecracker Dark Prince Bandit
Barbarian Barrel
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
The Log
Goblin Gang Firecracker Dark Prince Bandit
Earthquake
Goblin Gang Firecracker
Arrows
Goblin Gang Firecracker
Royal Delivery
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Fireball
Goblin Gang Firecracker Bandit Electro Wizard
Poison
Goblin Gang Firecracker Electro Wizard
Lightning
Dark Prince Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince Electro Giant

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.

Dark Prince Rune Giant Electro Giant

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.

Goblin Gang 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblin Gang Firecracker Bandit Dark Prince Rune Giant Electro Wizard Electro Giant

Shortest cycle

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

9 Mirror Goblin Gang Firecracker Bandit

Attack Synergies 2 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.

Goblin Gang
Firecracker Mirror Dark Prince Bandit
Firecracker
Goblin Gang Mirror Dark Prince Rune Giant Bandit
Mirror
Electro Giant Goblin Gang Firecracker
Dark Prince
Electro Giant Goblin Gang Firecracker Bandit Electro Wizard
Rune Giant
Firecracker Electro Wizard
Electro Giant
Mirror Dark Prince
Bandit
Goblin Gang Firecracker Dark Prince Electro Wizard
Electro Wizard
Dark Prince Rune Giant Bandit

Defense Synergies 0 13

Goblin Gang
Firecracker Mirror Dark Prince Bandit Electro Wizard
Firecracker
Goblin Gang Mirror Dark Prince Bandit Electro Wizard
Mirror
Goblin Gang Firecracker Electro Wizard
Dark Prince
Goblin Gang Firecracker Bandit Electro Wizard
Rune Giant
Electro Giant
Bandit
Goblin Gang Firecracker Dark Prince Electro Wizard
Electro Wizard
Goblin Gang Firecracker Mirror Dark Prince Bandit

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 Electro Wizard
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Goblin Gang Dark Prince Bandit Electro Wizard
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Firecracker Dark Prince
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Electro Wizard Goblin Gang Firecracker
Electro Giant Bandit Electro Wizard
Goblin Gang
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Goblin Gang Electro Wizard Firecracker Dark Prince Electro Giant Bandit
Goblin Gang Firecracker Electro Wizard
Goblin Gang Dark Prince Bandit Electro Wizard
Goblin Gang Firecracker Dark Prince Electro Wizard
Goblin Gang Bandit Electro Wizard
Goblin Gang Electro Giant Bandit Electro Wizard
Goblin Gang Firecracker Dark Prince Electro Wizard
Goblin Gang Firecracker Dark Prince Bandit Electro Wizard
Firecracker Dark Prince Bandit Electro Wizard
Electro Wizard
Goblin Gang Dark Prince Firecracker Electro Giant Bandit Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Dark Prince Electro Giant Bandit Electro Wizard
Bandit Electro Wizard Goblin Gang Firecracker
Goblin Gang Bandit Dark Prince Electro Wizard
Goblin Gang Dark Prince Bandit Electro Wizard
Goblin Gang Dark Prince Bandit
Firecracker Electro Giant Goblin Gang Electro Wizard
Goblin Gang Dark Prince Bandit Electro Wizard
Dark Prince
Electro Wizard Firecracker Dark Prince Bandit
Goblin Gang
Dark Prince
Dark Prince Electro Giant Electro Wizard
Dark Prince Goblin Gang Bandit
Firecracker Electro Giant
Goblin Gang Electro Giant Electro Wizard Firecracker Dark Prince
Firecracker Dark Prince Electro Giant Electro Wizard
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.)

Firecracker Bandit
Firecracker Bandit Electro Wizard
Bandit
Firecracker Dark Prince
Firecracker Dark Prince
Firecracker Electro Giant
Firecracker
Firecracker
Firecracker Bandit
Goblin Gang Electro Wizard
Firecracker Dark Prince Bandit Electro Wizard
Firecracker
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit
Firecracker Dark Prince Bandit Electro Wizard
Firecracker Electro Giant
Firecracker Electro Giant Dark Prince
Firecracker Bandit Electro Wizard
Bandit
Firecracker Bandit
Firecracker Electro Giant Electro Wizard
Electro Wizard Firecracker Electro Giant
Bandit
Firecracker Electro Wizard
Firecracker
Electro Wizard Goblin Gang Dark Prince Bandit
Firecracker Electro Wizard
Goblin Gang Firecracker Dark Prince Electro Wizard
Firecracker
Electro Giant
Firecracker Dark Prince
Electro Giant Goblin Gang Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Dark Prince Electro Giant Bandit Electro Wizard
Firecracker

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