My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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!
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!
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.

Minions Minion Horde Ram Rider

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.

Battle Ram Ram Rider

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Wall Breakers Ram Rider

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.

Battle Ram Royal Hogs Wall Breakers Ram Rider

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.

Barbarians Minion Horde Battle Ram Royal Hogs Wall Breakers Ram Rider

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.

Royal Hogs Ram Rider

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
Minions Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Giant Snowball
Minions Barbarians Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Zap
Minions Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Barbarian Barrel
Barbarians Battle Ram Royal Hogs Wall Breakers Skeleton Army
The Log
Barbarians Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Earthquake
Barbarians Royal Hogs Skeleton Army
Arrows
Minions Minion Horde Royal Hogs Wall Breakers Skeleton Army
Royal Delivery
Minions Barbarians Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Fireball
Minions Barbarians Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army Ram Rider
Poison
Minions Barbarians Minion Horde Royal Hogs Skeleton Army
Lightning
Battle Ram Ram Rider
Rocket
Barbarians Minion Horde Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Battle Ram Skeleton Army

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.

Minions Barbarians Minion Horde

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.

Wall Breakers Minions Skeleton Army Battle Ram Barbarians Minion Horde Royal Hogs Ram Rider

Shortest cycle

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

12 Wall Breakers Minions Skeleton Army Battle Ram

Attack Synergies 0 7

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.

Minions
Battle Ram Royal Hogs Wall Breakers Ram Rider
Barbarians
Minion Horde
Battle Ram
Battle Ram
Minions Minion Horde Royal Hogs Wall Breakers
Royal Hogs
Minions Battle Ram
Wall Breakers
Minions Battle Ram
Skeleton Army
Ram Rider
Minions

Defense Synergies 0 3

Minions
Ram Rider
Barbarians
Minion Horde Skeleton Army
Minion Horde
Barbarians
Battle Ram
Royal Hogs
Wall Breakers
Skeleton Army
Barbarians
Ram Rider
Minions

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.

Minions Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army Minions Ram Rider
Barbarians Minion Horde Skeleton Army Ram Rider Minions
Barbarians Minion Horde Skeleton Army Minions Ram Rider
Barbarians Skeleton Army
Skeleton Army Minions
Minions Minion Horde Ram Rider
Barbarians Ram Rider
Barbarians Minion Horde Minions Skeleton Army
Skeleton Army Barbarians Minion Horde
Minions Barbarians Minion Horde Skeleton Army Ram Rider
Minions Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army Minions Ram Rider
Skeleton Army Minions Barbarians Minion Horde
Barbarians Skeleton Army Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army Ram Rider
Barbarians Minion Horde Minions Skeleton Army
Minions Barbarians Minion Horde Skeleton Army Ram Rider
Minions Barbarians Ram Rider
Barbarians Ram Rider
Skeleton Army Minions Barbarians Minion Horde

Counters to secondary win conditions

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

Barbarians Skeleton Army
Barbarians Skeleton Army Minions Minion Horde Ram Rider
Skeleton Army Barbarians Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army Ram Rider
Minions Minion Horde Ram Rider
Skeleton Army Minions Barbarians Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army
Minion Horde Minions Barbarians Skeleton Army
Barbarians Minion Horde Skeleton Army
Minions Barbarians Minion Horde
Skeleton Army Barbarians
Barbarians Skeleton Army Minion Horde Ram Rider
Barbarians Minion Horde Skeleton Army
Barbarians Skeleton Army Minions Minion Horde
Minions Barbarians Minion Horde

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.)

Minion Horde
Ram Rider
Minion Horde
Barbarians
Minion Horde
Minions Minion Horde Ram Rider
Minion Horde
Ram Rider
Ram Rider
Minions Minion Horde
Minion Horde Ram Rider
Minions Minion Horde
Minion Horde
Minion Horde
Minions Minion Horde
Minions Minion Horde
Barbarians Minion Horde
Minion Horde
Ram Rider
Ram Rider
Minion Horde
Minions Minion Horde
Minion Horde
Minion Horde
Minion Horde
Minion Horde
Minion Horde Minions Barbarians Skeleton Army
Ram Rider
Minion Horde
Minion Horde
Minions Minion Horde

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