My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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.

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.

Royal Recruits Suspicious Bush Wizard Bandit Sparky

Offensive cards

Win conditions

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

Missing

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.

Royal Recruits 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.

Royal Recruits 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.

Bandit 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
Royal Recruits Clone Bandit Sparky
Giant Snowball
Royal Recruits Clone
Zap
Clone Bandit Sparky
Barbarian Barrel
Royal Recruits Wizard Clone Bandit Sparky
The Log
Royal Recruits Suspicious Bush Clone Bandit Sparky
Earthquake
Clone
Arrows
Royal Recruits Suspicious Bush Clone
Royal Delivery
Royal Recruits Wizard Clone Bandit Sparky
Fireball
Suspicious Bush Wizard Clone Bandit Sparky
Poison
Royal Recruits Suspicious Bush Wizard Clone Sparky
Lightning
Wizard Bandit Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Goblin Machine Sparky

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.

Royal Recruits Suspicious Bush Clone Goblin Machine Sparky

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

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 Suspicious Bush Clone Bandit Wizard Goblin Machine Sparky Royal Recruits

Shortest cycle

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

8 Mirror Suspicious Bush Clone Bandit

Attack Synergies 0 6

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.

Royal Recruits
Clone Bandit
Suspicious Bush
Wizard
Bandit Sparky
Mirror
Sparky
Clone
Royal Recruits Sparky
Bandit
Royal Recruits Wizard
Goblin Machine
Sparky
Wizard Mirror Clone

Defense Synergies 0 2

Royal Recruits
Suspicious Bush
Wizard
Bandit
Mirror
Sparky
Clone
Bandit
Wizard
Goblin Machine
Sparky
Mirror

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.

Royal Recruits Wizard Sparky
Sparky Royal Recruits Bandit
Sparky Royal Recruits Bandit
Royal Recruits Sparky Bandit
Royal Recruits Sparky
Bandit
Wizard
Royal Recruits Bandit Sparky
Sparky Royal Recruits
Royal Recruits Bandit Sparky
Royal Recruits Wizard Bandit
Wizard
Royal Recruits Sparky Wizard Bandit
Wizard Sparky Royal Recruits
Royal Recruits Sparky Bandit
Royal Recruits Bandit Sparky
Wizard Sparky Royal Recruits
Royal Recruits Wizard Bandit
Wizard Royal Recruits Bandit
Sparky Royal Recruits
Royal Recruits Wizard Bandit Sparky

Counters to secondary win conditions

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

Royal Recruits Bandit Sparky
Bandit Wizard
Royal Recruits Bandit Sparky
Royal Recruits Bandit Sparky
Royal Recruits Bandit Sparky
Wizard
Royal Recruits Sparky Bandit
Royal Recruits Sparky
Royal Recruits Bandit Sparky
Royal Recruits Sparky
Royal Recruits Sparky
Royal Recruits
Royal Recruits Wizard Bandit Sparky
Royal Recruits Wizard Sparky
Royal Recruits Sparky
Royal Recruits Wizard Sparky

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.)

Royal Recruits Bandit Sparky
Bandit
Bandit Sparky
Royal Recruits Sparky
Wizard Sparky
Wizard Goblin Machine
Wizard Sparky
Wizard
Wizard Bandit
Sparky
Royal Recruits Wizard Bandit Goblin Machine Sparky
Wizard
Bandit Sparky
Bandit
Sparky
Wizard Bandit Sparky
Royal Recruits Wizard Bandit Sparky
Sparky
Sparky
Wizard Bandit Goblin Machine Sparky
Wizard Goblin Machine
Sparky
Wizard
Sparky
Royal Recruits
Wizard Goblin Machine Sparky
Wizard Bandit Sparky
Wizard Bandit Sparky
Bandit Sparky
Wizard Sparky
Wizard
Sparky
Wizard Bandit Sparky
Sparky
Sparky
Wizard Sparky
Royal Recruits Bandit
Wizard
Wizard Sparky
Wizard
Sparky
Royal Recruits Sparky
Royal Recruits Sparky
Royal Recruits Bandit Sparky
Sparky
Wizard Sparky

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