My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Archers Minions Goblin Gang Goblin Hut Wizard Witch

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.

Archers Knight Goblin Hut Wizard Witch

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.

Goblin Gang Elite Barbarians

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.

Knight Goblin Gang Elite Barbarians

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

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 Minions Goblin Gang Elite Barbarians
Giant Snowball
Archers Minions Goblin Gang Goblin Hut Witch
Zap
Archers Minions Goblin Gang Goblin Hut Witch
Barbarian Barrel
Archers Knight Goblin Gang Elite Barbarians Goblin Hut Wizard Witch
The Log
Archers Goblin Gang Elite Barbarians Goblin Hut Witch
Earthquake
Archers Goblin Gang Goblin Hut Witch
Arrows
Archers Minions Goblin Gang Goblin Hut Witch
Royal Delivery
Archers Knight Minions Goblin Gang Elite Barbarians Goblin Hut Wizard Witch
Fireball
Archers Minions Goblin Gang Elite Barbarians Goblin Hut Wizard Witch
Poison
Archers Minions Goblin Gang Goblin Hut Wizard Witch
Lightning
Knight Elite Barbarians Goblin Hut Wizard Witch
Rocket
Elite Barbarians Goblin Hut Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

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.

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.

Minions Goblin Gang Wizard 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Minions Goblin Gang Goblin Hut Wizard Witch Elite Barbarians

Shortest cycle

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

12 Archers Knight Minions Goblin Gang

Attack Synergies 3 9

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.

Archers
Knight Elite Barbarians Goblin Hut
Knight
Archers Minions Goblin Gang Elite Barbarians Goblin Hut Wizard Witch
Minions
Knight Elite Barbarians
Goblin Gang
Knight Goblin Hut
Elite Barbarians
Archers Knight Minions Wizard
Goblin Hut
Archers Knight Goblin Gang
Wizard
Knight Elite Barbarians
Witch
Knight

Defense Synergies 3 10

Archers
Knight Minions Goblin Gang Goblin Hut Witch
Knight
Archers Minions Goblin Gang Goblin Hut Wizard Witch
Minions
Knight Archers
Goblin Gang
Knight Archers Goblin Hut
Elite Barbarians
Wizard
Goblin Hut
Archers Knight Goblin Gang Wizard
Wizard
Knight Elite Barbarians Goblin Hut
Witch
Archers Knight

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 Goblin Hut Wizard
Elite Barbarians Knight Minions Goblin Gang Goblin Hut Witch
Goblin Gang Goblin Hut Witch Archers Knight Minions Elite Barbarians
Elite Barbarians Goblin Hut Witch Knight Minions Goblin Gang
Elite Barbarians
Goblin Gang Archers Minions
Minions Archers Goblin Gang Goblin Hut Wizard Witch
Witch Minions Goblin Gang Elite Barbarians Goblin Hut
Knight Goblin Gang Elite Barbarians Archers
Archers Minions Goblin Gang Witch Knight Goblin Hut Wizard
Minions Archers Goblin Gang Goblin Hut Wizard Witch
Goblin Hut Knight Minions Goblin Gang Elite Barbarians Wizard Witch
Wizard Minions Goblin Gang Goblin Hut Witch
Elite Barbarians Knight Goblin Gang Goblin Hut
Goblin Gang Elite Barbarians Goblin Hut
Wizard Knight Minions Goblin Gang Elite Barbarians Goblin Hut Witch
Archers Knight Minions Goblin Gang Elite Barbarians Goblin Hut Wizard Witch
Wizard Witch Archers Knight Minions Goblin Hut
Elite Barbarians Goblin Hut
Goblin Gang Wizard Archers Knight Minions Elite Barbarians Witch

Counters to secondary win conditions

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

Knight Goblin Gang Archers Elite Barbarians Goblin Hut Witch
Archers Knight Goblin Gang Elite Barbarians Wizard
Goblin Gang Knight Minions Elite Barbarians Goblin Hut Witch
Goblin Gang Knight Elite Barbarians
Knight Goblin Gang Elite Barbarians Goblin Hut Witch
Wizard Archers Minions Goblin Gang Goblin Hut Witch
Goblin Gang Archers Knight Minions Elite Barbarians Goblin Hut Witch
Knight Elite Barbarians
Knight Minions Elite Barbarians Goblin Hut Witch
Witch Goblin Gang Goblin Hut
Knight Minions Elite Barbarians Goblin Hut Witch
Elite Barbarians
Elite Barbarians Knight Goblin Gang Wizard Witch
Wizard Archers Witch
Goblin Gang Elite Barbarians Goblin Hut Witch Archers Knight Minions
Minions Archers Elite Barbarians Goblin Hut Wizard Witch

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.)

Knight
Goblin Hut
Knight
Wizard
Wizard Minions Witch
Archers Wizard Witch
Wizard
Wizard
Minions Goblin Gang Elite Barbarians
Knight Wizard
Archers Wizard
Knight Elite Barbarians Goblin Hut
Minions
Elite Barbarians Goblin Hut
Goblin Hut Wizard Witch
Goblin Hut Wizard
Minions
Archers Wizard
Wizard Witch
Minions
Wizard
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Elite Barbarians Archers Wizard Witch
Minions Goblin Hut Wizard Witch
Elite Barbarians
Wizard
Wizard
Archers Minions Goblin Gang Goblin Hut Witch
Archers Wizard Witch
Knight Goblin Gang Wizard
Wizard
Elite Barbarians
Minions Goblin Gang Elite Barbarians Witch
Witch
Witch

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