My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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 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.

Flying Machine Goblin Hut Executioner Magic Archer

Defensive buildings

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

Goblin Hut

Investments

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

Battle Ram Flying Machine Goblin Hut Executioner Golem Magic Archer

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Golem

Damage spells

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

Fireball

Punishments

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

Battle Ram Royal Hogs

Pump responses

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

Fireball

Dropped at the bridge

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

Battle Ram Flying Machine Royal Hogs Golem 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.

Royal Hogs Golem 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
Battle Ram Royal Hogs
Giant Snowball
Battle Ram Flying Machine Goblin Hut Royal Hogs
Zap
Battle Ram Flying Machine Goblin Hut Royal Hogs
Barbarian Barrel
Battle Ram Goblin Hut Royal Hogs Executioner Magic Archer
The Log
Battle Ram Goblin Hut Royal Hogs
Earthquake
Goblin Hut Royal Hogs
Arrows
Flying Machine Goblin Hut Royal Hogs
Royal Delivery
Battle Ram Flying Machine Goblin Hut Royal Hogs Executioner Magic Archer
Fireball
Battle Ram Flying Machine Goblin Hut Royal Hogs Executioner Magic Archer
Poison
Flying Machine Goblin Hut Royal Hogs Executioner Magic Archer
Lightning
Battle Ram Goblin Hut Executioner Magic Archer
Rocket
Goblin Hut Royal Hogs Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Executioner Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Executioner Magic Archer

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.

Battle Ram Executioner Golem

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.

Fireball

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.

Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fireball Battle Ram Flying Machine Magic Archer Goblin Hut Royal Hogs Executioner Golem

Shortest cycle

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

16 Fireball Battle Ram Flying Machine Magic Archer

Attack Synergies 2 16

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.

Fireball
Golem Battle Ram Royal Hogs Magic Archer
Battle Ram
Magic Archer Fireball Flying Machine Goblin Hut Royal Hogs
Flying Machine
Battle Ram Goblin Hut Royal Hogs Golem
Goblin Hut
Battle Ram Flying Machine Royal Hogs Golem Magic Archer
Royal Hogs
Fireball Battle Ram Flying Machine Goblin Hut Executioner Magic Archer
Executioner
Royal Hogs Golem
Golem
Fireball Flying Machine Goblin Hut Executioner Magic Archer
Magic Archer
Battle Ram Fireball Goblin Hut Royal Hogs Golem

Defense Synergies 0 2

Fireball
Goblin Hut
Battle Ram
Flying Machine
Goblin Hut
Goblin Hut
Fireball Flying Machine
Royal Hogs
Executioner
Golem
Magic Archer

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.

Fireball Flying Machine Goblin Hut Executioner Magic Archer
Flying Machine Goblin Hut Executioner
Goblin Hut Executioner
Goblin Hut
Fireball
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Goblin Hut Executioner Magic Archer
Fireball Flying Machine Magic Archer
Goblin Hut
Executioner Fireball Flying Machine Goblin Hut Magic Archer
Executioner Fireball Flying Machine Goblin Hut Magic Archer
Goblin Hut Fireball Flying Machine
Fireball Executioner Goblin Hut Magic Archer
Goblin Hut
Fireball Goblin Hut
Fireball Goblin Hut Executioner
Fireball Flying Machine Goblin Hut Executioner Magic Archer
Executioner Fireball Flying Machine Goblin Hut Magic Archer
Goblin Hut
Fireball Flying Machine Executioner

Counters to secondary win conditions

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

Fireball Goblin Hut
Fireball Flying Machine Executioner Magic Archer
Goblin Hut
Fireball
Goblin Hut Executioner
Fireball Executioner Flying Machine Goblin Hut Magic Archer
Fireball Flying Machine Goblin Hut
Fireball Flying Machine Goblin Hut Magic Archer
Goblin Hut
Flying Machine Goblin Hut
Fireball
Fireball Executioner
Fireball Flying Machine Executioner Magic Archer
Goblin Hut Fireball Flying Machine Executioner Magic Archer
Executioner Fireball Flying Machine Goblin Hut Magic Archer
Fireball Goblin Hut

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.)

Fireball Magic Archer Flying Machine
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Goblin Hut Magic Archer
Fireball Flying Machine
Fireball Executioner Magic Archer
Fireball Executioner Flying Machine Magic Archer
Flying Machine Executioner Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine
Fireball
Fireball Flying Machine Magic Archer
Fireball Flying Machine Executioner Magic Archer
Flying Machine Fireball Goblin Hut Executioner Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Goblin Hut Magic Archer
Fireball Flying Machine Goblin Hut Executioner Magic Archer
Magic Archer Fireball Flying Machine Goblin Hut Executioner
Fireball
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Magic Archer
Fireball Magic Archer
Fireball
Fireball Flying Machine
Fireball Executioner Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Magic Archer
Fireball Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Goblin Hut
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Flying Machine Goblin Hut Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball
Flying Machine Executioner
Fireball Flying Machine Magic Archer
Fireball Flying Machine Executioner Magic Archer
Fireball Flying Machine Executioner Magic Archer

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