My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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!
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.

Goblin Gang Furnace Witch Ice Wizard

Defensive buildings

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

Furnace

Investments

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

Knight Furnace Giant Witch Ice Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

Goblin Gang Giant

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.

Knight Goblin Gang Giant

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 Gang Giant
Giant Snowball
Goblin Gang Furnace Witch
Zap
Goblin Gang Furnace Witch
Barbarian Barrel
Knight Goblin Gang Furnace Witch Ice Wizard
The Log
Goblin Gang Furnace Witch
Earthquake
Goblin Gang Furnace Witch
Arrows
Goblin Gang Furnace Witch
Royal Delivery
Knight Goblin Gang Witch Ice Wizard
Fireball
Goblin Gang Furnace Witch Ice Wizard
Poison
Goblin Gang Furnace Witch Ice Wizard
Lightning
Knight Furnace Witch Ice Wizard
Rocket
Furnace Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard

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.

Goblin Gang Furnace Witch Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Knight Goblin Gang Ice Wizard Furnace Giant Witch

Shortest cycle

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

9 Mirror Arrows Knight Goblin Gang

Attack Synergies 3 10

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
Giant Mirror Knight
Knight
Goblin Gang Arrows Furnace Witch Ice Wizard
Goblin Gang
Knight Giant Mirror
Furnace
Knight Giant Mirror
Giant
Arrows Goblin Gang Furnace Witch Ice Wizard
Mirror
Arrows Goblin Gang Furnace
Witch
Knight Giant
Ice Wizard
Knight Giant

Defense Synergies 4 11

Arrows
Mirror Knight Furnace Ice Wizard
Knight
Goblin Gang Ice Wizard Arrows Furnace Witch
Goblin Gang
Knight Furnace Mirror Ice Wizard
Furnace
Mirror Arrows Knight Goblin Gang Ice Wizard
Giant
Mirror
Arrows Furnace Goblin Gang Ice Wizard
Witch
Knight Ice Wizard
Ice Wizard
Knight Arrows Goblin Gang Furnace Mirror Witch

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.

Knight
Knight Goblin Gang Furnace Witch Ice Wizard
Goblin Gang Furnace Witch Knight Ice Wizard
Witch Knight Goblin Gang Furnace Ice Wizard
Arrows
Arrows Goblin Gang Furnace Ice Wizard
Furnace Arrows Goblin Gang Witch Ice Wizard
Arrows
Witch Goblin Gang Furnace Ice Wizard
Knight Goblin Gang Ice Wizard
Goblin Gang Witch Ice Wizard Arrows Knight Furnace
Arrows Goblin Gang Furnace Witch Ice Wizard
Furnace Knight Goblin Gang Witch Ice Wizard
Arrows Goblin Gang Furnace Witch
Knight Goblin Gang Furnace
Goblin Gang Furnace
Arrows Knight Goblin Gang Furnace Witch
Arrows Knight Goblin Gang Furnace Witch Ice Wizard
Arrows Furnace Witch Knight Ice Wizard
Goblin Gang Arrows Knight Furnace Witch

Counters to secondary win conditions

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

Knight Goblin Gang Furnace Witch
Arrows Knight Goblin Gang
Goblin Gang Knight Furnace Witch
Goblin Gang Knight
Knight Goblin Gang Witch
Arrows Furnace Goblin Gang Witch Ice Wizard
Goblin Gang Knight Furnace Witch Ice Wizard
Knight
Knight Witch
Witch Goblin Gang
Knight Witch
Arrows
Knight Goblin Gang Witch
Furnace Witch
Goblin Gang Witch Knight Furnace
Arrows Witch Ice 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.)

Arrows Knight
Arrows Ice Wizard
Arrows
Arrows Knight
Arrows Furnace
Arrows Furnace Witch Ice Wizard
Arrows Furnace Witch
Arrows Ice Wizard
Arrows
Goblin Gang
Arrows Knight
Arrows
Knight
Arrows
Arrows Furnace
Arrows Furnace Witch
Arrows Furnace
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows Furnace Witch Ice Wizard
Witch
Arrows Witch Ice Wizard
Arrows Witch
Arrows
Arrows Furnace Witch Ice Wizard
Witch
Arrows
Arrows
Arrows
Goblin Gang Witch
Arrows Witch Ice Wizard
Arrows
Knight Goblin Gang
Arrows
Arrows
Goblin Gang Witch
Witch
Witch

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