My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minions Goblin Gang Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Knight

Offensive cards

Win conditions

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

Miner

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Miner

Pump responses

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

Fireball Miner

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

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.

Miner

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 Guards Miner
Giant Snowball
Minions Goblin Gang Guards Miner
Zap
Minions Goblin Gang Inferno Tower Guards
Barbarian Barrel
Knight Goblin Gang Inferno Tower Guards
The Log
Goblin Gang Guards
Earthquake
Goblin Gang Inferno Tower Guards
Arrows
Minions Goblin Gang Guards
Royal Delivery
Knight Minions Goblin Gang Guards Miner
Fireball
Minions Goblin Gang Inferno Tower
Poison
Minions Goblin Gang Inferno Tower Guards
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Knight Inferno Tower Guards Miner

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.

Minions Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Goblin Gang Guards Miner Fireball Inferno Tower

Shortest cycle

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

12 Arrows Knight Minions Goblin Gang

Attack Synergies 6 5

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.

Arrows
Fireball Knight Miner
Knight
Minions Goblin Gang Arrows Fireball Miner
Minions
Knight Miner
Goblin Gang
Knight Miner
Fireball
Arrows Knight Miner
Inferno Tower
Guards
Miner
Miner
Minions Goblin Gang Guards Arrows Knight Fireball

Defense Synergies 5 9

Arrows
Knight Fireball Inferno Tower
Knight
Minions Goblin Gang Inferno Tower Arrows Fireball
Minions
Knight Inferno Tower
Goblin Gang
Knight Inferno Tower Guards Miner
Fireball
Arrows Knight Inferno Tower Miner
Inferno Tower
Knight Goblin Gang Guards Arrows Minions Fireball
Guards
Inferno Tower Goblin Gang
Miner
Goblin Gang Fireball

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.

Knight Minions Fireball Inferno Tower
Inferno Tower Knight Minions Goblin Gang
Goblin Gang Inferno Tower Knight Minions
Inferno Tower Knight Minions Goblin Gang Guards
Arrows Fireball
Arrows Goblin Gang Fireball Minions Guards
Minions Inferno Tower Arrows Goblin Gang Fireball
Arrows Fireball Inferno Tower
Inferno Tower Minions Goblin Gang
Knight Goblin Gang Guards Inferno Tower Miner
Minions Goblin Gang Guards Arrows Knight Fireball
Arrows Minions Inferno Tower Goblin Gang Fireball
Inferno Tower Knight Minions Goblin Gang Fireball Guards
Fireball Arrows Minions Goblin Gang Guards
Inferno Tower Knight Goblin Gang
Inferno Tower Goblin Gang Fireball
Arrows Knight Minions Goblin Gang Fireball Inferno Tower
Arrows Fireball Knight Minions Goblin Gang Guards
Arrows Knight Minions Fireball Guards
Inferno Tower
Goblin Gang Arrows Knight Minions Fireball Guards

Counters to secondary win conditions

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

Knight Goblin Gang Guards Fireball Inferno Tower
Fireball Arrows Knight Goblin Gang Miner
Goblin Gang Guards Knight Minions Inferno Tower
Goblin Gang Guards Knight Fireball Inferno Tower
Inferno Tower Knight Goblin Gang Guards
Arrows Fireball Minions Goblin Gang
Goblin Gang Guards Knight Minions Fireball Inferno Tower
Inferno Tower Knight
Knight Minions Fireball Inferno Tower
Inferno Tower Goblin Gang Guards
Knight Minions Inferno Tower Guards
Arrows Fireball Guards
Knight Goblin Gang Fireball Inferno Tower Guards
Fireball
Goblin Gang Inferno Tower Guards Knight Minions Fireball
Arrows Minions Fireball Inferno Tower

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 Arrows Knight Guards
Arrows Fireball Miner
Arrows Fireball Miner
Arrows Knight Fireball Guards
Fireball Arrows
Arrows Fireball Minions
Arrows
Arrows Fireball
Arrows Fireball Miner
Minions Goblin Gang Fireball Guards
Miner Arrows Knight Fireball
Fireball Arrows
Knight Fireball Miner
Arrows Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Minions
Arrows Fireball
Arrows Fireball Miner
Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Miner
Fireball Arrows Miner
Fireball Miner Arrows
Arrows Fireball
Minions Fireball Guards
Fireball
Arrows Fireball Miner
Arrows Fireball
Arrows Fireball
Minions Goblin Gang Fireball Guards
Fireball Arrows
Arrows Fireball
Fireball Miner Knight Goblin Gang
Arrows Fireball
Arrows Fireball
Minions Goblin Gang Fireball Guards
Fireball
Fireball Miner

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