My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
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 Hut Wizard

Defensive buildings

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

Goblin Hut Barbarian Hut

Investments

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

Royal Giant Battle Ram Goblin Hut Wizard Barbarian Hut Giant Skeleton Golden Knight

Offensive cards

Win conditions

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

Royal Giant Battle Ram

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.

Royal Giant Battle Ram Golden Knight

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 Giant Battle Ram 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 Golden Knight

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 Giant Battle Ram Giant Skeleton
Giant Snowball
Battle Ram Goblin Hut
Zap
Royal Giant Battle Ram Goblin Hut
Barbarian Barrel
Battle Ram Goblin Hut Wizard Barbarian Hut Giant Skeleton
The Log
Royal Giant Battle Ram Goblin Hut Barbarian Hut Giant Skeleton
Earthquake
Goblin Hut Barbarian Hut
Arrows
Goblin Hut
Royal Delivery
Battle Ram Goblin Hut Wizard Giant Skeleton
Fireball
Battle Ram Goblin Hut Wizard Barbarian Hut
Poison
Goblin Hut Wizard Barbarian Hut
Lightning
Battle Ram Goblin Hut Wizard Barbarian Hut
Rocket
Goblin Hut Wizard Barbarian Hut

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.

Arrows Battle Ram Giant Skeleton

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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Battle Ram Golden Knight Goblin Hut Wizard Royal Giant Barbarian Hut Giant Skeleton

Shortest cycle

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

16 Arrows Battle Ram Golden Knight Goblin Hut

Attack Synergies 1 15

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
Royal Giant Battle Ram Barbarian Hut Giant Skeleton
Royal Giant
Arrows Goblin Hut Wizard Barbarian Hut Giant Skeleton
Battle Ram
Arrows Goblin Hut Barbarian Hut Golden Knight
Goblin Hut
Royal Giant Battle Ram Barbarian Hut Giant Skeleton Golden Knight
Wizard
Royal Giant Giant Skeleton
Barbarian Hut
Arrows Royal Giant Battle Ram Goblin Hut Giant Skeleton
Giant Skeleton
Arrows Royal Giant Goblin Hut Wizard Barbarian Hut
Golden Knight
Battle Ram Goblin Hut

Defense Synergies 0 9

Arrows
Goblin Hut Barbarian Hut Giant Skeleton Golden Knight
Royal Giant
Battle Ram
Goblin Hut
Arrows Wizard Barbarian Hut Giant Skeleton
Wizard
Goblin Hut Giant Skeleton Golden Knight
Barbarian Hut
Arrows Goblin Hut
Giant Skeleton
Arrows Goblin Hut Wizard
Golden Knight
Arrows 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.

Barbarian Hut Goblin Hut Wizard Golden Knight
Barbarian Hut Goblin Hut
Goblin Hut Barbarian Hut Giant Skeleton
Goblin Hut Barbarian Hut
Arrows Giant Skeleton
Arrows
Arrows Goblin Hut Wizard Barbarian Hut
Barbarian Hut Arrows Giant Skeleton Golden Knight
Barbarian Hut Goblin Hut
Giant Skeleton
Arrows Goblin Hut Wizard Giant Skeleton
Arrows Goblin Hut Wizard Barbarian Hut
Goblin Hut Barbarian Hut Wizard Giant Skeleton
Wizard Barbarian Hut Arrows Goblin Hut Golden Knight
Barbarian Hut Goblin Hut
Barbarian Hut Goblin Hut
Wizard Barbarian Hut Arrows Goblin Hut
Arrows Goblin Hut Wizard Barbarian Hut Golden Knight
Arrows Wizard Goblin Hut Barbarian Hut Giant Skeleton
Barbarian Hut Goblin Hut
Wizard Arrows Giant Skeleton

Counters to secondary win conditions

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

Barbarian Hut Goblin Hut Giant Skeleton
Arrows Wizard
Giant Skeleton Goblin Hut Barbarian Hut Golden Knight
Giant Skeleton Barbarian Hut
Barbarian Hut Giant Skeleton Goblin Hut
Arrows Wizard Goblin Hut
Goblin Hut Barbarian Hut Giant Skeleton
Giant Skeleton Barbarian Hut
Giant Skeleton Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut
Goblin Hut Giant Skeleton Golden Knight
Arrows Giant Skeleton
Giant Skeleton Wizard Barbarian Hut Golden Knight
Wizard Barbarian Hut
Goblin Hut Barbarian Hut Giant Skeleton Golden Knight
Arrows Goblin Hut Wizard Barbarian Hut Giant Skeleton Golden Knight

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 Barbarian Hut Giant Skeleton Golden Knight
Arrows Golden Knight
Arrows Goblin Hut Barbarian Hut Giant Skeleton
Arrows Barbarian Hut Giant Skeleton
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard Barbarian Hut
Arrows Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Wizard
Goblin Hut Barbarian Hut Golden Knight
Arrows
Arrows Goblin Hut Barbarian Hut
Arrows Goblin Hut Wizard Barbarian Hut Golden Knight
Arrows Goblin Hut Wizard Barbarian Hut
Arrows
Arrows Wizard
Arrows Wizard Golden Knight
Giant Skeleton
Arrows Wizard
Arrows Barbarian Hut
Arrows Wizard
Arrows Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Golden Knight
Arrows Wizard
Goblin Hut Wizard
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Goblin Hut Barbarian Hut
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton Golden Knight
Giant Skeleton Golden Knight

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