My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Goblin Gang 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.

Knight Royal Giant Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Freeze

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Goblin Gang Royal Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Freeze 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 Army Freeze

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 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.

Minions Goblin Gang

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.

Knight Minions Goblin Gang Earthquake Skeleton Army Freeze Magic Archer Royal Giant

Shortest cycle

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

12 Knight Minions Goblin Gang Earthquake

Attack Synergies 4 4

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.

Knight
Minions Goblin Gang Earthquake Magic Archer
Minions
Knight Royal Giant
Goblin Gang
Knight Royal Giant
Royal Giant
Minions Earthquake Goblin Gang Magic Archer
Earthquake
Royal Giant Knight
Skeleton Army
Freeze
Magic Archer
Knight Royal Giant

Defense Synergies 3 7

Knight
Minions Goblin Gang Magic Archer Earthquake Skeleton Army
Minions
Knight Freeze
Goblin Gang
Knight Skeleton Army Magic Archer
Royal Giant
Earthquake
Knight
Skeleton Army
Knight Goblin Gang Freeze Magic Archer
Freeze
Minions Skeleton Army
Magic Archer
Knight Goblin Gang 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.

Earthquake Knight Minions Magic Archer
Skeleton Army Knight Minions Goblin Gang
Goblin Gang Skeleton Army Knight Minions Freeze
Skeleton Army Knight Minions Goblin Gang
Earthquake Skeleton Army
Goblin Gang Skeleton Army Freeze Minions Earthquake Magic Archer
Minions Goblin Gang Freeze Magic Archer
Earthquake Magic Archer
Minions Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army
Minions Goblin Gang Skeleton Army Knight Earthquake Freeze Magic Archer
Minions Goblin Gang Magic Archer
Skeleton Army Knight Minions Goblin Gang Earthquake Freeze
Skeleton Army Minions Goblin Gang Earthquake Freeze Magic Archer
Skeleton Army Knight Goblin Gang
Skeleton Army Goblin Gang Freeze
Knight Minions Goblin Gang Skeleton Army
Knight Minions Goblin Gang Skeleton Army Magic Archer
Earthquake Freeze Knight Minions Magic Archer
Goblin Gang Skeleton Army Knight Minions Earthquake

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army
Knight Goblin Gang Magic Archer
Goblin Gang Skeleton Army Knight Minions
Goblin Gang Skeleton Army Knight
Knight Goblin Gang Skeleton Army
Minions Goblin Gang Freeze Magic Archer
Goblin Gang Skeleton Army Knight Minions
Knight Skeleton Army
Freeze Knight Minions Skeleton Army Magic Archer
Goblin Gang Skeleton Army
Knight Minions
Skeleton Army
Skeleton Army Knight Goblin Gang
Skeleton Army Magic Archer
Goblin Gang Skeleton Army Knight Minions Freeze Magic Archer
Minions Earthquake Freeze 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.)

Earthquake Magic Archer Knight Freeze
Magic Archer
Earthquake Magic Archer
Earthquake Knight Freeze
Earthquake Magic Archer
Minions Freeze Magic Archer
Earthquake Magic Archer
Earthquake Freeze Magic Archer
Minions Goblin Gang
Knight Earthquake Magic Archer
Magic Archer
Earthquake Knight Magic Archer
Earthquake Minions Freeze Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Freeze
Minions
Earthquake Magic Archer
Earthquake Magic Archer
Minions Earthquake Magic Archer
Earthquake
Earthquake Freeze Magic Archer
Earthquake Magic Archer
Magic Archer
Magic Archer
Magic Archer
Minions Freeze
Earthquake Magic Archer
Freeze Magic Archer
Earthquake Magic Archer
Earthquake Minions Goblin Gang Skeleton Army Freeze Magic Archer
Magic Archer
Freeze
Knight Goblin Gang Magic Archer
Earthquake Magic Archer
Minions Goblin Gang Freeze Magic Archer
Magic Archer
Freeze Magic Archer

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