My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Spear Goblins Knight Tombstone Bowler Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Wall Breakers

Pump responses

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

Fireball

Dropped at the bridge

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

Spear Goblins Knight Wall Breakers

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.

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
Spear Goblins Wall Breakers
Giant Snowball
Spear Goblins Tombstone Wall Breakers
Zap
Spear Goblins Tombstone Wall Breakers
Barbarian Barrel
Spear Goblins Knight Tombstone Wall Breakers Electro Wizard
The Log
Spear Goblins Tombstone Wall Breakers
Earthquake
Spear Goblins Tombstone
Arrows
Spear Goblins Tombstone Wall Breakers
Royal Delivery
Spear Goblins Knight Wall Breakers Bowler Electro Wizard
Fireball
Tombstone Wall Breakers Bowler Electro Wizard
Poison
Spear Goblins Tombstone Electro Wizard
Lightning
Knight Tombstone Bowler Electro Wizard
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Bowler

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.

Spear Goblins Knight Tombstone Tornado Bowler

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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Wall Breakers Knight Tombstone Tornado Fireball Electro Wizard Bowler

Shortest cycle

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

10 Spear Goblins Wall Breakers Knight Tombstone

Attack Synergies 3 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.

Spear Goblins
Knight Wall Breakers Bowler
Knight
Spear Goblins Wall Breakers Fireball Electro Wizard
Tombstone
Fireball
Tornado Knight Wall Breakers Electro Wizard
Wall Breakers
Knight Spear Goblins Fireball Electro Wizard
Tornado
Fireball Bowler
Bowler
Spear Goblins Tornado Electro Wizard
Electro Wizard
Knight Fireball Wall Breakers Bowler

Defense Synergies 4 11

Spear Goblins
Knight Tombstone Bowler Electro Wizard
Knight
Spear Goblins Electro Wizard Fireball Tornado Bowler
Tombstone
Spear Goblins Fireball Electro Wizard
Fireball
Tornado Knight Tombstone Electro Wizard
Wall Breakers
Tornado
Fireball Bowler Knight Electro Wizard
Bowler
Tornado Spear Goblins Knight Electro Wizard
Electro Wizard
Knight Spear Goblins Tombstone Fireball Tornado Bowler

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.

Bowler Spear Goblins Knight Tombstone Fireball Electro Wizard
Knight Tombstone Electro Wizard
Tornado Bowler Knight Tombstone Electro Wizard
Knight Tombstone Bowler Electro Wizard
Tombstone Fireball Tornado Bowler
Fireball Tornado Bowler Spear Goblins Electro Wizard
Tornado Electro Wizard Spear Goblins Tombstone Fireball
Bowler Fireball Electro Wizard
Tombstone Tornado
Knight Tornado Spear Goblins Bowler Electro Wizard
Electro Wizard Spear Goblins Knight Tombstone Fireball Tornado Bowler
Spear Goblins Fireball Tornado Electro Wizard
Tombstone Bowler Knight Fireball Electro Wizard
Fireball Bowler Tombstone Tornado Electro Wizard
Knight Tombstone Electro Wizard
Tornado Fireball Bowler Electro Wizard
Knight Tombstone Fireball Tornado Bowler Electro Wizard
Tombstone Fireball Spear Goblins Knight Tornado Bowler Electro Wizard
Tornado Spear Goblins Knight Tombstone Fireball Bowler Electro Wizard
Tornado Electro Wizard
Bowler Spear Goblins Knight Fireball Electro Wizard

Counters to secondary win conditions

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

Knight Spear Goblins Tombstone Fireball Bowler Electro Wizard
Fireball Electro Wizard Knight Bowler
Tombstone Spear Goblins Knight Bowler Electro Wizard
Bowler Knight Fireball Tornado Electro Wizard
Knight Tombstone Bowler
Fireball Tornado Electro Wizard
Spear Goblins Knight Tombstone Fireball Bowler Electro Wizard
Knight
Electro Wizard Spear Goblins Knight Tombstone Fireball Tornado
Tombstone
Knight Tombstone Bowler
Fireball Tornado Bowler Electro Wizard
Bowler Knight Tombstone Fireball
Fireball Bowler
Tombstone Electro Wizard Spear Goblins Knight Fireball Tornado Bowler
Bowler Fireball Electro Wizard
Tombstone Fireball 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.)

Fireball Knight
Fireball Tornado Bowler Electro Wizard
Fireball
Knight Fireball
Fireball Bowler
Fireball Spear Goblins Tornado
Tornado Bowler
Fireball Tornado Bowler
Fireball Tornado
Fireball Tornado Bowler Electro Wizard
Knight Fireball Tornado Bowler Electro Wizard
Fireball Tornado
Knight Fireball Bowler
Fireball
Fireball
Spear Goblins Fireball Bowler
Fireball Bowler
Fireball Tornado
Fireball Bowler Electro Wizard
Fireball Tornado Bowler
Fireball Bowler
Fireball Tornado
Tornado Bowler
Fireball
Tornado Fireball Bowler
Fireball Tornado Bowler Electro Wizard
Fireball Tornado Bowler
Fireball Tornado
Fireball Tornado Electro Wizard
Electro Wizard Fireball
Fireball Bowler
Fireball
Fireball Electro Wizard
Fireball Bowler
Electro Wizard Spear Goblins Tombstone Fireball
Fireball Tornado Electro Wizard
Fireball
Fireball Knight Bowler Electro Wizard
Fireball Bowler
Fireball Tornado
Fireball Tornado Bowler Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Bowler Electro Wizard
Fireball Bowler

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