My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
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 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.

Goblin Gang Baby Dragon Witch 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.

Baby Dragon Witch Magic Archer Mega Knight

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.

Fireball

Punishments

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

Goblin Gang Mega Knight

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.

Goblin Gang Baby Dragon Magic Archer Mega Knight

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
Goblin Gang Guards Skeleton Army
Giant Snowball
Goblin Gang Guards Skeleton Army Baby Dragon Witch
Zap
Goblin Gang Guards Skeleton Army Witch
Barbarian Barrel
Goblin Gang Guards Skeleton Army Witch Magic Archer
The Log
Goblin Gang Guards Skeleton Army Witch
Earthquake
Goblin Gang Guards Skeleton Army Witch
Arrows
Goblin Gang Guards Skeleton Army Witch
Royal Delivery
Goblin Gang Guards Skeleton Army Baby Dragon Witch Magic Archer
Fireball
Goblin Gang Skeleton Army Baby Dragon Witch Magic Archer
Poison
Goblin Gang Guards Skeleton Army Witch Magic Archer
Lightning
Baby Dragon Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Magic Archer Mega Knight

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.

Guards Skeleton Army Baby Dragon Mega Knight

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 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.

Goblin Gang Fireball Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Guards Skeleton Army Fireball Baby Dragon Magic Archer Witch Mega Knight

Shortest cycle

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

13 Goblin Gang Guards Skeleton Army Fireball

Attack Synergies 0 8

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.

Goblin Gang
Baby Dragon
Fireball
Baby Dragon Magic Archer Mega Knight
Guards
Skeleton Army
Baby Dragon
Goblin Gang Fireball Witch Mega Knight
Witch
Baby Dragon Mega Knight
Magic Archer
Fireball Mega Knight
Mega Knight
Fireball Baby Dragon Witch Magic Archer

Defense Synergies 0 13

Goblin Gang
Guards Skeleton Army Magic Archer
Fireball
Mega Knight
Guards
Goblin Gang Skeleton Army Baby Dragon Witch Magic Archer
Skeleton Army
Goblin Gang Guards Magic Archer
Baby Dragon
Guards Witch Mega Knight
Witch
Guards Baby Dragon Mega Knight
Magic Archer
Goblin Gang Guards Skeleton Army Mega Knight
Mega Knight
Fireball Baby Dragon Witch 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 Baby Dragon Magic Archer
Skeleton Army Goblin Gang Witch Mega Knight
Goblin Gang Skeleton Army Witch Mega Knight
Skeleton Army Witch Goblin Gang Guards Mega Knight
Fireball Skeleton Army Mega Knight
Goblin Gang Fireball Skeleton Army Guards Baby Dragon Magic Archer Mega Knight
Goblin Gang Fireball Baby Dragon Witch Magic Archer
Fireball Baby Dragon Magic Archer Mega Knight
Witch Goblin Gang Skeleton Army
Goblin Gang Guards Skeleton Army Mega Knight
Goblin Gang Guards Skeleton Army Witch Fireball Baby Dragon Magic Archer Mega Knight
Goblin Gang Fireball Baby Dragon Witch Magic Archer
Skeleton Army Mega Knight Goblin Gang Fireball Guards Witch
Fireball Skeleton Army Mega Knight Goblin Gang Guards Baby Dragon Witch Magic Archer
Skeleton Army Goblin Gang Mega Knight
Skeleton Army Goblin Gang Fireball Mega Knight
Mega Knight Goblin Gang Fireball Skeleton Army Witch
Fireball Mega Knight Goblin Gang Guards Skeleton Army Baby Dragon Witch Magic Archer
Baby Dragon Witch Fireball Guards Magic Archer Mega Knight
Goblin Gang Skeleton Army Mega Knight Fireball Guards Baby Dragon Witch

Counters to secondary win conditions

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

Goblin Gang Guards Skeleton Army Mega Knight Fireball Witch
Fireball Goblin Gang Baby Dragon Magic Archer Mega Knight
Goblin Gang Guards Skeleton Army Mega Knight Witch
Goblin Gang Guards Skeleton Army Mega Knight Fireball
Goblin Gang Guards Skeleton Army Witch Mega Knight
Fireball Goblin Gang Baby Dragon Witch Magic Archer
Goblin Gang Guards Skeleton Army Fireball Witch
Mega Knight Skeleton Army
Mega Knight Fireball Skeleton Army Baby Dragon Witch Magic Archer
Witch Goblin Gang Guards Skeleton Army
Mega Knight Guards Witch
Skeleton Army Mega Knight Fireball Guards
Skeleton Army Mega Knight Goblin Gang Fireball Guards Witch
Fireball Skeleton Army Baby Dragon Witch Magic Archer Mega Knight
Goblin Gang Guards Skeleton Army Witch Fireball Baby Dragon Magic Archer
Mega Knight Fireball Baby Dragon Witch 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.)

Fireball Magic Archer Guards Baby Dragon
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Guards
Fireball Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Goblin Gang Fireball Guards
Fireball Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Witch Magic Archer
Magic Archer Fireball Baby Dragon Mega Knight
Fireball
Fireball Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer Mega Knight
Fireball
Fireball Baby Dragon
Fireball Baby Dragon Witch Magic Archer Mega Knight
Witch
Fireball Baby Dragon Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Witch Magic Archer
Fireball Guards Witch
Fireball
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Mega Knight
Fireball Magic Archer
Goblin Gang Fireball Guards Skeleton Army Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer
Fireball
Fireball Goblin Gang Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer
Fireball
Mega Knight
Goblin Gang Fireball Guards Baby Dragon Witch Magic Archer
Fireball Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer Mega Knight

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