My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Princess Electro Wizard Magic Archer

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.

Electro Giant Princess Royal Ghost Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

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

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.

Electro Giant Princess Royal Ghost 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.

Electro Giant Princess Royal Ghost Bandit 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.

Royal Ghost Bandit Electro Wizard Magic Archer

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 Bandit
Giant Snowball
Minions Princess
Zap
Minions Princess Bandit
Barbarian Barrel
Bomb Tower Princess Royal Ghost Bandit Electro Wizard Magic Archer
The Log
Princess Bandit
Earthquake
Bomb Tower
Arrows
Minions Princess
Royal Delivery
Minions Princess Royal Ghost Bandit Electro Wizard Magic Archer
Fireball
Minions Bomb Tower Princess Bandit Electro Wizard Magic Archer
Poison
Minions Bomb Tower Princess Electro Wizard Magic Archer
Lightning
Bomb Tower Bandit Electro Wizard Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Electro Giant Princess Royal Ghost Magic Archer

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.

Electro Giant Princess Royal Ghost

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.

Princess

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 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.

Minions Princess Royal Ghost Bandit Bomb Tower Electro Wizard Magic Archer Electro Giant

Shortest cycle

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

12 Minions Princess Royal Ghost Bandit

Attack Synergies 0 8

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
Bandit
Bomb Tower
Electro Giant
Princess
Royal Ghost
Royal Ghost
Princess Bandit Electro Wizard Magic Archer
Bandit
Minions Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Royal Ghost Bandit Magic Archer
Magic Archer
Royal Ghost Bandit Electro Wizard

Defense Synergies 0 10

Minions
Bandit Electro Wizard
Bomb Tower
Electro Wizard Magic Archer
Electro Giant
Princess
Royal Ghost Bandit
Royal Ghost
Princess Electro Wizard
Bandit
Minions Princess Electro Wizard Magic Archer
Electro Wizard
Minions Bomb Tower Royal Ghost Bandit Magic Archer
Magic Archer
Bomb Tower 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.

Minions Electro Wizard Magic Archer
Bomb Tower Minions Bandit Electro Wizard
Bomb Tower Minions Bandit Electro Wizard
Bomb Tower Minions Bandit Electro Wizard
Bomb Tower Princess
Minions Bomb Tower Royal Ghost Bandit Electro Wizard Magic Archer
Minions Electro Wizard Bomb Tower Princess Magic Archer
Bomb Tower Electro Giant Bandit Electro Wizard Magic Archer
Minions Bomb Tower Princess
Royal Ghost Bandit Electro Wizard
Minions Electro Wizard Bomb Tower Electro Giant Princess Royal Ghost Bandit Magic Archer
Minions Princess Electro Wizard Magic Archer
Bomb Tower Minions Bandit Electro Wizard
Bomb Tower Minions Princess Royal Ghost Electro Wizard Magic Archer
Bomb Tower Bandit Electro Wizard
Bomb Tower Electro Giant Bandit Electro Wizard
Bomb Tower Minions Electro Wizard
Bomb Tower Minions Royal Ghost Bandit Electro Wizard Magic Archer
Bomb Tower Minions Princess Royal Ghost Bandit Electro Wizard Magic Archer
Bomb Tower Electro Wizard
Royal Ghost Minions Bomb Tower Electro Giant Bandit Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Electro Giant Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Bomb Tower Royal Ghost Magic Archer
Bandit Minions Bomb Tower Electro Wizard
Bandit Electro Wizard
Bandit
Electro Giant Minions Bomb Tower Princess Electro Wizard Magic Archer
Minions Bomb Tower Bandit Electro Wizard
Bomb Tower
Electro Wizard Minions Bomb Tower Bandit Magic Archer
Minions Bomb Tower
Electro Giant Electro Wizard
Bomb Tower Bandit
Bomb Tower Electro Giant Princess Magic Archer
Electro Giant Electro Wizard Minions Bomb Tower Magic Archer
Minions Bomb Tower Electro Giant Princess Royal Ghost Electro Wizard Magic Archer
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.)

Princess Magic Archer Royal Ghost Bandit
Princess Royal Ghost Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Magic Archer
Electro Giant Minions Princess Magic Archer
Princess Magic Archer
Princess Magic Archer
Bandit
Minions Electro Wizard
Princess Bandit Electro Wizard Magic Archer
Princess Magic Archer
Princess Bandit Magic Archer
Minions Princess Bandit Magic Archer
Princess Magic Archer
Princess Bandit Magic Archer
Magic Archer Princess Bandit
Minions
Princess Bandit Electro Wizard Magic Archer
Electro Giant Princess Magic Archer
Minions Magic Archer
Princess
Electro Giant Princess Magic Archer
Princess Royal Ghost Bandit Electro Wizard Magic Archer
Princess Bandit Magic Archer
Bandit Magic Archer
Electro Giant Princess Electro Wizard Magic Archer
Electro Wizard Minions Electro Giant
Bandit Magic Archer
Princess Electro Wizard Magic Archer
Princess Magic Archer
Electro Wizard Minions Princess Bandit Magic Archer
Princess Electro Wizard Magic Archer
Princess Electro Wizard Magic Archer
Princess Magic Archer
Electro Giant
Electro Giant Minions Princess Electro Wizard Magic Archer
Princess Electro Wizard Magic Archer
Electro Giant Princess Royal Ghost Bandit Electro Wizard Magic Archer

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