My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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!
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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Goblin Hut Baby Dragon

Defensive buildings

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

Cannon Tombstone Goblin Hut

Investments

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

Knight Tombstone Goblin Hut Baby Dragon

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 Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Barbarians Baby Dragon

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
Giant Snowball
Cannon Barbarians Tombstone Goblin Hut Baby Dragon
Zap
Cannon Tombstone Goblin Hut
Barbarian Barrel
Knight Cannon Barbarians Tombstone Goblin Hut
The Log
Cannon Barbarians Tombstone Goblin Hut
Earthquake
Cannon Barbarians Tombstone Goblin Hut
Arrows
Tombstone Goblin Hut
Royal Delivery
Knight Barbarians Goblin Hut Baby Dragon
Fireball
Cannon Barbarians Tombstone Goblin Hut Baby Dragon
Poison
Cannon Barbarians Tombstone Goblin Hut
Lightning
Knight Cannon Tombstone Goblin Hut Baby Dragon
Rocket
Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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.

Arrows Knight Tombstone Baby Dragon

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.

Barbarians

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.

Arrows Knight Cannon Tombstone Baby Dragon Barbarians Goblin Hut Lightning

Shortest cycle

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

12 Arrows Knight Cannon Tombstone

Attack Synergies 1 5

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.

Arrows
Knight Lightning
Knight
Baby Dragon Arrows Goblin Hut
Cannon
Barbarians
Tombstone
Goblin Hut
Knight Baby Dragon
Baby Dragon
Knight Goblin Hut Lightning
Lightning
Arrows Baby Dragon

Defense Synergies 1 11

Arrows
Knight Cannon Barbarians Tombstone Goblin Hut Lightning
Knight
Cannon Arrows Goblin Hut Baby Dragon
Cannon
Knight Arrows Baby Dragon
Barbarians
Arrows
Tombstone
Arrows Baby Dragon
Goblin Hut
Arrows Knight Baby Dragon
Baby Dragon
Knight Cannon Tombstone Goblin Hut
Lightning
Arrows

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.

Lightning Knight Cannon Tombstone Goblin Hut Baby Dragon
Barbarians Knight Cannon Tombstone Goblin Hut
Cannon Barbarians Goblin Hut Knight Tombstone Lightning
Cannon Barbarians Goblin Hut Knight Tombstone
Lightning Arrows Barbarians Tombstone
Arrows Cannon Baby Dragon
Lightning Arrows Cannon Tombstone Goblin Hut Baby Dragon
Lightning Arrows Cannon Barbarians Baby Dragon
Cannon Barbarians Tombstone Goblin Hut
Knight Cannon Barbarians
Barbarians Arrows Knight Cannon Tombstone Goblin Hut Baby Dragon
Arrows Goblin Hut Baby Dragon
Cannon Barbarians Tombstone Goblin Hut Knight Lightning
Arrows Cannon Barbarians Tombstone Goblin Hut Baby Dragon
Barbarians Knight Cannon Tombstone Goblin Hut
Barbarians Cannon Goblin Hut Lightning
Barbarians Arrows Knight Cannon Tombstone Goblin Hut
Arrows Cannon Tombstone Knight Barbarians Goblin Hut Baby Dragon
Arrows Baby Dragon Knight Cannon Barbarians Tombstone Goblin Hut
Barbarians Cannon Goblin Hut
Arrows Knight Cannon Barbarians Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Tombstone Goblin Hut
Arrows Knight Baby Dragon Lightning
Barbarians Tombstone Knight Goblin Hut Lightning
Lightning Knight Barbarians
Barbarians Knight Cannon Tombstone Goblin Hut
Arrows Goblin Hut Baby Dragon
Knight Barbarians Tombstone Goblin Hut Lightning
Knight Barbarians
Lightning Knight Barbarians Tombstone Goblin Hut Baby Dragon
Cannon Barbarians Tombstone Goblin Hut
Knight Barbarians Tombstone Goblin Hut
Lightning Arrows Barbarians
Barbarians Lightning Knight Cannon Tombstone
Cannon Barbarians Baby Dragon
Barbarians Tombstone Goblin Hut Knight Baby Dragon Lightning
Arrows Cannon Barbarians Goblin Hut Baby Dragon

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.)

Lightning Arrows Knight Baby Dragon
Arrows Baby Dragon
Lightning Arrows Goblin Hut Baby Dragon
Lightning Arrows Knight Barbarians
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Lightning
Arrows Lightning
Lightning
Lightning Arrows Knight
Lightning Arrows Baby Dragon
Lightning Knight Goblin Hut Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Goblin Hut Baby Dragon
Lightning Arrows Goblin Hut Baby Dragon
Lightning Arrows Goblin Hut Baby Dragon
Lightning Arrows
Lightning
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Baby Dragon
Lightning Arrows
Lightning
Lightning Arrows Barbarians Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Lightning
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Goblin Hut
Lightning
Lightning Arrows
Lightning Arrows
Arrows Lightning
Lightning Barbarians Tombstone Goblin Hut
Lightning Arrows Baby Dragon
Arrows
Lightning Knight Baby Dragon
Arrows Baby Dragon Lightning
Lightning Arrows
Baby Dragon Lightning
Lightning
Lightning Baby Dragon

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