My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 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 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!
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.

Archers Minions 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.

Archers Giant Wizard Giant Skeleton

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Rocket

Punishments

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

Giant Graveyard

Pump responses

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

Rocket Graveyard

Dropped at the bridge

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

Giant 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 Graveyard

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 Minions Giant Giant Skeleton Graveyard
Giant Snowball
Archers Minions Cannon Graveyard
Zap
Archers Minions Cannon Graveyard
Barbarian Barrel
Archers Cannon Wizard Giant Skeleton Graveyard
The Log
Archers Cannon Giant Skeleton Graveyard
Earthquake
Archers Cannon Graveyard
Arrows
Archers Minions Graveyard
Royal Delivery
Archers Minions Wizard Giant Skeleton Graveyard
Fireball
Archers Minions Cannon Wizard
Poison
Archers Minions Cannon Wizard Graveyard
Lightning
Cannon Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Rocket 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.

Graveyard

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 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.

Archers Minions Cannon Giant Wizard Graveyard Rocket Giant Skeleton

Shortest cycle

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

14 Archers Minions Cannon Giant

Attack Synergies 2 9

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
Giant Giant Skeleton Graveyard
Minions
Giant Giant Skeleton Graveyard
Cannon
Giant
Minions Graveyard Archers Wizard Rocket
Wizard
Giant Giant Skeleton
Rocket
Giant
Giant Skeleton
Archers Minions Wizard Graveyard
Graveyard
Giant Archers Minions Giant Skeleton

Defense Synergies 0 8

Archers
Minions Cannon Giant Skeleton
Minions
Archers Cannon Giant Skeleton
Cannon
Archers Minions Wizard Rocket
Giant
Wizard
Cannon Giant Skeleton
Rocket
Cannon
Giant Skeleton
Archers Minions Wizard
Graveyard

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.

Rocket Minions Cannon Wizard
Minions Cannon
Cannon Rocket Archers Minions Giant Skeleton
Cannon Minions
Rocket Giant Skeleton
Archers Minions Cannon
Minions Rocket Archers Cannon Wizard
Rocket Cannon Giant Skeleton
Cannon Minions
Archers Cannon Giant Skeleton
Archers Minions Cannon Wizard Giant Skeleton
Minions Archers Wizard
Cannon Minions Wizard Rocket Giant Skeleton
Wizard Rocket Minions Cannon
Cannon
Rocket Cannon
Wizard Minions Cannon
Cannon Archers Minions Wizard
Wizard Archers Minions Cannon Giant Skeleton
Cannon
Wizard Archers Minions Cannon Giant Skeleton

Counters to secondary win conditions

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

Archers Giant Skeleton
Archers Wizard Rocket
Giant Skeleton Minions Rocket
Rocket Giant Skeleton
Giant Skeleton Cannon
Wizard Rocket Archers Minions
Rocket Archers Minions Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton Minions
Cannon
Minions Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton Cannon Wizard
Wizard Archers Cannon
Archers Minions Rocket Giant Skeleton
Minions Archers Cannon 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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton
Wizard Rocket
Wizard Minions Rocket
Archers Wizard
Wizard
Wizard
Rocket Minions
Rocket Wizard
Archers Wizard Rocket
Rocket
Minions Rocket
Rocket Wizard
Wizard Rocket
Rocket
Minions Rocket
Rocket Archers Wizard
Rocket Wizard
Rocket Minions Giant Skeleton
Rocket Wizard
Rocket
Rocket
Wizard
Wizard
Wizard
Rocket
Archers Wizard
Rocket Minions Wizard
Wizard Rocket
Rocket
Giant Skeleton
Rocket Wizard
Archers Minions Rocket
Rocket Archers Wizard
Wizard Rocket
Wizard
Rocket Giant Skeleton
Minions Rocket Giant Skeleton
Rocket
Rocket Giant Skeleton

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