My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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 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!
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.

Fire Spirit Archers Minion Horde Dart Goblin Wizard

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 Wizard Royal Ghost

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.

Missing

Punishments

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

Elite Barbarians Royal Ghost

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.

Fire Spirit Minion Horde Elite Barbarians Dart Goblin Royal Ghost

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.

Elite Barbarians Royal Ghost

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 Minion Horde Elite Barbarians
Giant Snowball
Fire Spirit Archers Minion Horde Dart Goblin
Zap
Fire Spirit Archers Minion Horde Dart Goblin
Barbarian Barrel
Fire Spirit Archers Elite Barbarians Dart Goblin Wizard Royal Ghost
The Log
Fire Spirit Archers Elite Barbarians Dart Goblin
Earthquake
Archers
Arrows
Fire Spirit Archers Minion Horde Dart Goblin
Royal Delivery
Fire Spirit Archers Minion Horde Elite Barbarians Dart Goblin Wizard Royal Ghost
Fireball
Archers Minion Horde Elite Barbarians Dart Goblin Wizard
Poison
Archers Minion Horde Dart Goblin Wizard
Lightning
Elite Barbarians Wizard
Rocket
Minion Horde Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Royal Ghost

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.

Fire Spirit Royal Ghost

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.

Elite Barbarians

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.

Fire Spirit Minion Horde Dart Goblin 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Archers Dart Goblin Royal Ghost Minion Horde Wizard Elite Barbarians

Shortest cycle

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

7 Mirror Fire Spirit Archers Dart Goblin

Attack Synergies 0 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.

Fire Spirit
Elite Barbarians
Archers
Elite Barbarians Royal Ghost
Minion Horde
Mirror
Elite Barbarians
Fire Spirit Archers Dart Goblin Wizard Royal Ghost
Dart Goblin
Elite Barbarians Mirror
Wizard
Elite Barbarians Royal Ghost
Mirror
Minion Horde Dart Goblin Royal Ghost
Royal Ghost
Archers Elite Barbarians Wizard Mirror

Defense Synergies 1 5

Fire Spirit
Archers
Dart Goblin
Minion Horde
Mirror
Elite Barbarians
Dart Goblin Wizard
Dart Goblin
Archers Elite Barbarians Mirror
Wizard
Elite Barbarians Royal Ghost
Mirror
Minion Horde Dart Goblin
Royal Ghost
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.

Minion Horde Dart Goblin Wizard
Minion Horde Elite Barbarians Dart Goblin
Minion Horde Fire Spirit Archers Elite Barbarians Dart Goblin
Minion Horde Elite Barbarians Dart Goblin
Elite Barbarians
Fire Spirit Archers Dart Goblin Royal Ghost
Minion Horde Dart Goblin Fire Spirit Archers Wizard
Dart Goblin
Minion Horde Elite Barbarians
Elite Barbarians Fire Spirit Archers Minion Horde Dart Goblin Royal Ghost
Archers Minion Horde Dart Goblin Wizard Royal Ghost
Minion Horde Archers Dart Goblin Wizard
Minion Horde Fire Spirit Elite Barbarians Wizard
Fire Spirit Wizard Minion Horde Dart Goblin Royal Ghost
Elite Barbarians Minion Horde
Minion Horde Elite Barbarians
Minion Horde Wizard Elite Barbarians
Fire Spirit Archers Minion Horde Elite Barbarians Dart Goblin Wizard Royal Ghost
Wizard Fire Spirit Archers Dart Goblin Royal Ghost
Elite Barbarians Dart Goblin
Wizard Royal Ghost Fire Spirit Archers Minion Horde Elite Barbarians Dart Goblin

Counters to secondary win conditions

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

Archers Elite Barbarians Royal Ghost
Archers Elite Barbarians Wizard Royal Ghost
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians
Fire Spirit Wizard Archers Minion Horde Dart Goblin
Archers Minion Horde Elite Barbarians Dart Goblin
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians
Minion Horde Dart Goblin
Minion Horde Elite Barbarians Dart Goblin
Elite Barbarians
Elite Barbarians Minion Horde Wizard
Wizard Archers Minion Horde Dart Goblin
Elite Barbarians Archers Minion Horde Dart Goblin
Archers Minion Horde Elite Barbarians Dart Goblin Wizard Royal Ghost

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.)

Minion Horde Dart Goblin Royal Ghost
Dart Goblin Royal Ghost
Minion Horde Dart Goblin
Dart Goblin
Wizard Fire Spirit Minion Horde
Wizard Fire Spirit Minion Horde Dart Goblin
Fire Spirit Archers Minion Horde Dart Goblin Wizard
Fire Spirit Dart Goblin Wizard
Dart Goblin Wizard
Fire Spirit Minion Horde Elite Barbarians
Minion Horde Dart Goblin Wizard
Fire Spirit Archers Dart Goblin Wizard
Fire Spirit Elite Barbarians Dart Goblin
Minion Horde Dart Goblin
Elite Barbarians Dart Goblin
Minion Horde Dart Goblin Wizard
Minion Horde Dart Goblin Wizard
Minion Horde
Fire Spirit Archers Dart Goblin Wizard
Fire Spirit Dart Goblin Wizard
Minion Horde
Wizard
Minion Horde
Fire Spirit Wizard
Minion Horde
Dart Goblin Wizard Royal Ghost
Wizard
Dart Goblin
Elite Barbarians Fire Spirit Archers Minion Horde Dart Goblin Wizard
Minion Horde Dart Goblin Wizard
Minion Horde Elite Barbarians
Minion Horde Dart Goblin Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Fire Spirit Archers Dart Goblin
Fire Spirit Archers Dart Goblin Wizard
Minion Horde Dart Goblin Wizard
Dart Goblin Wizard
Minion Horde Elite Barbarians Dart Goblin
Minion Horde Elite Barbarians Dart Goblin
Dart Goblin
Dart Goblin Royal Ghost

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