My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Spear Goblins Minions Musketeer Wizard

Defensive buildings

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

Cannon

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 Musketeer Wizard Giant Skeleton

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.

Arrows Rage

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.

Spear Goblins Giant Skeleton

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.

Giant Skeleton

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 Minions Giant Skeleton
Giant Snowball
Spear Goblins Minions Cannon Musketeer
Zap
Spear Goblins Minions Cannon
Barbarian Barrel
Spear Goblins Cannon Musketeer Wizard Giant Skeleton
The Log
Spear Goblins Cannon Musketeer Giant Skeleton
Earthquake
Spear Goblins Cannon
Arrows
Spear Goblins Minions
Royal Delivery
Spear Goblins Minions Musketeer Wizard Giant Skeleton
Fireball
Minions Cannon Musketeer Wizard
Poison
Spear Goblins Minions Cannon Musketeer Wizard
Lightning
Cannon Musketeer Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Spear Goblins Arrows Rage Giant Skeleton

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 Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Rage Arrows Minions Cannon Musketeer Wizard Giant Skeleton

Shortest cycle

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

10 Spear Goblins Rage Arrows Minions

Attack Synergies 1 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.

Spear Goblins
Giant Skeleton
Arrows
Giant Skeleton
Minions
Rage Giant Skeleton
Cannon
Musketeer
Giant Skeleton
Wizard
Rage Giant Skeleton
Rage
Minions Wizard Giant Skeleton
Giant Skeleton
Spear Goblins Arrows Minions Musketeer Wizard Rage

Defense Synergies 1 13

Spear Goblins
Arrows Minions Cannon Musketeer Giant Skeleton
Arrows
Spear Goblins Cannon Giant Skeleton
Minions
Spear Goblins Cannon Musketeer Giant Skeleton
Cannon
Musketeer Spear Goblins Arrows Minions Wizard
Musketeer
Cannon Spear Goblins Minions Giant Skeleton
Wizard
Cannon Giant Skeleton
Rage
Giant Skeleton
Spear Goblins Arrows Minions Musketeer 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.

Spear Goblins Minions Cannon Musketeer Wizard
Minions Cannon Musketeer
Cannon Minions Musketeer Giant Skeleton
Cannon Minions Musketeer
Arrows Giant Skeleton
Arrows Spear Goblins Minions Cannon Musketeer
Minions Musketeer Spear Goblins Arrows Cannon Wizard
Arrows Cannon Musketeer Giant Skeleton
Cannon Minions Musketeer
Spear Goblins Cannon Musketeer Giant Skeleton
Minions Spear Goblins Arrows Cannon Musketeer Wizard Giant Skeleton
Arrows Minions Musketeer Spear Goblins Wizard
Cannon Minions Musketeer Wizard Giant Skeleton
Wizard Arrows Minions Cannon
Cannon
Cannon
Wizard Arrows Minions Cannon Musketeer
Arrows Cannon Spear Goblins Minions Musketeer Wizard
Arrows Wizard Spear Goblins Minions Cannon Musketeer Giant Skeleton
Cannon Musketeer
Wizard Spear Goblins Arrows Minions Cannon Musketeer Giant Skeleton

Counters to secondary win conditions

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

Spear Goblins Giant Skeleton
Arrows Musketeer Wizard
Giant Skeleton Spear Goblins Minions Musketeer
Giant Skeleton Musketeer
Giant Skeleton Cannon Musketeer
Arrows Wizard Minions Musketeer
Spear Goblins Minions Musketeer Giant Skeleton
Giant Skeleton
Giant Skeleton Spear Goblins Minions
Cannon Musketeer
Minions Musketeer Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Cannon Wizard
Wizard Cannon Musketeer
Spear Goblins Minions Musketeer Giant Skeleton
Arrows Minions Cannon Musketeer Wizard Giant Skeleton

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.)

Arrows Musketeer Giant Skeleton
Arrows Musketeer
Arrows Giant Skeleton
Arrows Musketeer Giant Skeleton
Wizard Arrows
Arrows Wizard Spear Goblins Minions Musketeer
Arrows Musketeer Wizard
Arrows Wizard
Arrows Wizard
Minions Musketeer
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Musketeer
Arrows Minions Musketeer
Arrows Musketeer
Spear Goblins Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Minions
Arrows Musketeer Wizard
Arrows Wizard
Minions Musketeer Giant Skeleton
Arrows Wizard
Musketeer
Arrows Musketeer
Arrows Wizard
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows Musketeer
Arrows Musketeer Wizard
Minions Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Giant Skeleton
Arrows Wizard
Spear Goblins Minions Musketeer
Arrows Musketeer Wizard
Arrows
Musketeer Wizard
Arrows Musketeer Wizard
Arrows Giant Skeleton
Musketeer
Minions Musketeer Giant Skeleton
Musketeer
Musketeer Giant Skeleton

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