My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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.

Rascals Wizard Witch Electro Wizard 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.

Rascals Wizard Witch Electro Wizard Ram Rider Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel 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.

Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Rascals 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.

Goblin Barrel Electro Wizard 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
Goblin Barrel Guards Ram Rider
Giant Snowball
Goblin Barrel Guards Witch Ram Rider
Zap
Goblin Barrel Guards Witch Ram Rider
Barbarian Barrel
Rascals Wizard Goblin Barrel Guards Witch Electro Wizard
The Log
Rascals Goblin Barrel Guards Witch Ram Rider
Earthquake
Goblin Barrel Guards Witch
Arrows
Rascals Goblin Barrel Guards Witch
Royal Delivery
Rascals Wizard Goblin Barrel Guards Witch Electro Wizard Ram Rider
Fireball
Rascals Wizard Goblin Barrel Witch Electro Wizard Ram Rider
Poison
Rascals Wizard Guards Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard Ram Rider Goblinstein
Rocket
Rascals Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Guards

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.

Goblin Barrel

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.

Wizard Goblin Barrel Witch 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.

Goblin Barrel Guards Electro Wizard Rascals Wizard Witch Ram Rider Goblinstein

Shortest cycle

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

15 Goblin Barrel Guards Electro Wizard Rascals

Attack Synergies 1 9

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.

Rascals
Goblin Barrel Electro Wizard Ram Rider
Wizard
Ram Rider
Goblin Barrel
Rascals Guards Ram Rider
Guards
Goblin Barrel Ram Rider
Witch
Ram Rider
Electro Wizard
Rascals Ram Rider
Ram Rider
Rascals Wizard Goblin Barrel Guards Witch Electro Wizard Goblinstein
Goblinstein
Ram Rider

Defense Synergies 0 6

Rascals
Wizard
Guards Electro Wizard
Goblin Barrel
Guards
Wizard Witch Electro Wizard
Witch
Guards Electro Wizard
Electro Wizard
Wizard Guards Witch Ram Rider
Ram Rider
Electro Wizard
Goblinstein

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.

Wizard Electro Wizard Ram Rider
Rascals Witch Electro Wizard Ram Rider
Witch Ram Rider Rascals Electro Wizard
Witch Rascals Guards Electro Wizard Ram Rider
Rascals Guards Electro Wizard
Electro Wizard Ram Rider Rascals Wizard Witch
Rascals Electro Wizard Ram Rider
Witch Rascals
Guards Rascals Electro Wizard
Guards Witch Electro Wizard Rascals Wizard Ram Rider
Rascals Wizard Witch Electro Wizard Ram Rider
Rascals Wizard Guards Witch Electro Wizard Ram Rider
Wizard Rascals Guards Witch Electro Wizard
Rascals Electro Wizard Ram Rider
Rascals Electro Wizard Ram Rider Goblinstein
Wizard Rascals Witch Electro Wizard
Rascals Wizard Guards Witch Electro Wizard Ram Rider
Wizard Witch Rascals Guards Electro Wizard Ram Rider
Electro Wizard Ram Rider
Rascals Wizard Guards Witch Electro Wizard
Guards

Counters to secondary win conditions

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

Rascals Guards Witch Electro Wizard
Electro Wizard Wizard
Guards Rascals Witch Electro Wizard Ram Rider
Guards Rascals Electro Wizard Ram Rider
Rascals Guards Witch Ram Rider
Wizard Goblinstein Rascals Witch Electro Wizard Ram Rider
Rascals Guards Witch Electro Wizard Ram Rider
Rascals
Electro Wizard Goblinstein Witch
Witch Guards
Rascals Guards Witch
Guards Electro Wizard
Rascals Wizard Guards Witch Ram Rider
Wizard Rascals Witch
Rascals Guards Witch Electro Wizard Goblinstein
Rascals Wizard Witch 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.)

Rascals Guards
Electro Wizard Ram Rider
Rascals Guards
Wizard Goblinstein
Wizard Goblinstein Witch Ram Rider
Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Guards Electro Wizard
Wizard Electro Wizard Ram Rider
Wizard
Wizard Witch
Wizard
Wizard Electro Wizard
Wizard Witch
Wizard
Wizard Witch Goblinstein
Witch
Wizard Witch Electro Wizard Ram Rider
Wizard Witch Ram Rider
Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Witch Goblinstein
Wizard
Electro Wizard
Wizard
Electro Wizard Guards Witch Goblinstein
Wizard Witch Electro Wizard Ram Rider
Rascals Wizard Electro Wizard
Wizard
Rascals Guards Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: