My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Musketeer Magic Archer

Defensive buildings

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

Missing

Investments

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

Archers Knight Skeleton Barrel Musketeer Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel Goblin Barrel

Damage spells

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

Missing

Punishments

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

Skeleton Barrel Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Skeleton Barrel Barbarians Magic Archer

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.

Skeleton Barrel Goblin Barrel Magic Archer

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
Archers Skeleton Barrel Goblin Barrel Skeleton Army
Giant Snowball
Archers Skeleton Barrel Barbarians Musketeer Goblin Barrel Skeleton Army
Zap
Archers Skeleton Barrel Goblin Barrel Skeleton Army
Barbarian Barrel
Archers Knight Skeleton Barrel Barbarians Musketeer Goblin Barrel Skeleton Army Magic Archer
The Log
Archers Skeleton Barrel Barbarians Musketeer Goblin Barrel Skeleton Army
Earthquake
Archers Barbarians Goblin Barrel Skeleton Army
Arrows
Archers Skeleton Barrel Goblin Barrel Skeleton Army
Royal Delivery
Archers Knight Skeleton Barrel Barbarians Musketeer Goblin Barrel Skeleton Army Magic Archer
Fireball
Archers Skeleton Barrel Barbarians Musketeer Goblin Barrel Skeleton Army Magic Archer
Poison
Archers Skeleton Barrel Barbarians Musketeer Skeleton Army Magic Archer
Lightning
Knight Musketeer Magic Archer
Rocket
Barbarians Musketeer Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Knight Skeleton Barrel Skeleton Army

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.

Goblin Barrel Skeleton Army

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 Musketeer Goblin Barrel

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.

Archers Knight Skeleton Barrel Goblin Barrel Skeleton Army Musketeer Magic Archer Barbarians

Shortest cycle

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

12 Archers Knight Skeleton Barrel Goblin Barrel

Attack Synergies 5 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.

Archers
Knight Skeleton Barrel
Knight
Archers Skeleton Barrel Musketeer Goblin Barrel Magic Archer
Skeleton Barrel
Knight Goblin Barrel Archers Musketeer Magic Archer
Barbarians
Musketeer
Knight Skeleton Barrel
Goblin Barrel
Knight Skeleton Barrel Skeleton Army
Skeleton Army
Goblin Barrel
Magic Archer
Knight Skeleton Barrel

Defense Synergies 3 6

Archers
Knight Skeleton Army
Knight
Archers Musketeer Magic Archer Skeleton Army
Skeleton Barrel
Musketeer
Barbarians
Skeleton Army
Musketeer
Knight Skeleton Barrel Skeleton Army
Goblin Barrel
Skeleton Army
Archers Knight Barbarians Musketeer Magic Archer
Magic Archer
Knight Skeleton Army

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 Skeleton Barrel Musketeer Magic Archer
Barbarians Skeleton Army Knight Musketeer
Barbarians Skeleton Army Archers Knight Musketeer
Barbarians Skeleton Army Knight Musketeer
Barbarians Skeleton Army
Skeleton Army Archers Musketeer Magic Archer
Musketeer Archers Magic Archer
Skeleton Barrel Barbarians Musketeer Magic Archer
Barbarians Musketeer Skeleton Army
Knight Skeleton Army Archers Barbarians Musketeer
Archers Barbarians Skeleton Army Knight Musketeer Magic Archer
Musketeer Archers Magic Archer
Barbarians Skeleton Army Knight Musketeer
Skeleton Army Barbarians Magic Archer
Barbarians Skeleton Army Knight
Barbarians Skeleton Army
Barbarians Knight Musketeer Skeleton Army
Archers Knight Barbarians Musketeer Skeleton Army Magic Archer
Archers Knight Barbarians Musketeer Magic Archer
Barbarians Musketeer
Skeleton Army Archers Knight Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Archers
Archers Knight Skeleton Barrel Musketeer Magic Archer
Barbarians Skeleton Army Knight Musketeer
Skeleton Army Knight Barbarians Musketeer
Barbarians Knight Musketeer Skeleton Army
Archers Skeleton Barrel Musketeer Magic Archer
Skeleton Army Archers Knight Barbarians Musketeer
Knight Barbarians Skeleton Army
Knight Barbarians Skeleton Army Magic Archer
Barbarians Musketeer Skeleton Army
Knight Barbarians Musketeer
Skeleton Army Barbarians
Barbarians Skeleton Army Knight
Archers Barbarians Musketeer Skeleton Army Magic Archer
Barbarians Skeleton Army Archers Knight Musketeer Magic Archer
Archers Barbarians Musketeer Magic Archer

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.)

Skeleton Barrel Magic Archer Knight Musketeer
Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Magic Archer
Knight Skeleton Barrel Barbarians Musketeer
Magic Archer
Skeleton Barrel Musketeer Magic Archer
Archers Musketeer Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel
Musketeer
Knight Skeleton Barrel Musketeer Magic Archer
Archers Musketeer Magic Archer
Knight Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Magic Archer Skeleton Barrel Musketeer
Archers Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Magic Archer
Musketeer Magic Archer
Musketeer
Skeleton Barrel Barbarians Musketeer
Magic Archer
Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Archers Musketeer Magic Archer
Skeleton Barrel Musketeer
Musketeer Magic Archer
Magic Archer
Magic Archer
Skeleton Barrel Archers Barbarians Musketeer Skeleton Army Magic Archer
Archers Musketeer Magic Archer
Knight Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer
Musketeer
Musketeer Magic Archer
Musketeer Magic Archer
Skeleton Barrel Musketeer Magic Archer

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