My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Archers Musketeer

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.

Spear Goblins Archers Knight Royal Giant Musketeer Giant

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Giant

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.

Spear Goblins Knight Barbarians Royal Giant Giant

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
Spear Goblins Archers Royal Giant Giant
Giant Snowball
Spear Goblins Archers Barbarians Musketeer
Zap
Spear Goblins Archers Royal Giant
Barbarian Barrel
Spear Goblins Archers Knight Barbarians Musketeer
The Log
Spear Goblins Archers Barbarians Royal Giant Musketeer
Earthquake
Spear Goblins Archers Barbarians
Arrows
Spear Goblins Archers
Royal Delivery
Spear Goblins Archers Knight Barbarians Musketeer
Fireball
Archers Barbarians Musketeer
Poison
Spear Goblins Archers Barbarians Musketeer
Lightning
Knight Musketeer
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Spear Goblins Arrows 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.

Royal Giant

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.

Barbarians Musketeer

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.

Spear Goblins Archers Arrows Knight Musketeer Barbarians Giant Royal Giant

Shortest cycle

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

11 Spear Goblins Archers Arrows Knight

Attack Synergies 6 7

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.

Spear Goblins
Knight Royal Giant Giant
Archers
Knight Arrows Royal Giant Giant
Arrows
Royal Giant Giant Archers Knight
Knight
Spear Goblins Archers Musketeer Arrows
Barbarians
Royal Giant
Arrows Spear Goblins Archers Musketeer
Musketeer
Knight Giant Royal Giant
Giant
Arrows Musketeer Spear Goblins Archers

Defense Synergies 3 6

Spear Goblins
Knight Archers Arrows Barbarians Musketeer
Archers
Knight Spear Goblins
Arrows
Spear Goblins Knight Barbarians
Knight
Spear Goblins Archers Musketeer Arrows
Barbarians
Spear Goblins Arrows
Royal Giant
Musketeer
Knight Spear Goblins
Giant

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.

Spear Goblins Knight Musketeer
Barbarians Knight Musketeer
Barbarians Archers Knight Musketeer
Barbarians Knight Musketeer
Arrows Barbarians
Arrows Spear Goblins Archers Musketeer
Musketeer Spear Goblins Archers Arrows
Arrows Barbarians Musketeer
Barbarians Musketeer
Knight Spear Goblins Archers Barbarians Musketeer
Archers Barbarians Spear Goblins Arrows Knight Musketeer
Arrows Musketeer Spear Goblins Archers
Barbarians Knight Musketeer
Arrows Barbarians
Barbarians Knight
Barbarians
Barbarians Arrows Knight Musketeer
Arrows Spear Goblins Archers Knight Barbarians Musketeer
Arrows Spear Goblins Archers Knight Barbarians Musketeer
Barbarians Musketeer
Spear Goblins Archers Arrows Knight Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Spear Goblins Archers
Archers Arrows Knight Musketeer
Barbarians Spear Goblins Knight Musketeer
Knight Barbarians Musketeer
Barbarians Knight Musketeer
Arrows Archers Musketeer
Spear Goblins Archers Knight Barbarians Musketeer
Knight Barbarians
Spear Goblins Knight Barbarians
Barbarians Musketeer
Knight Barbarians Musketeer
Arrows Barbarians
Barbarians Knight
Archers Barbarians Musketeer
Barbarians Spear Goblins Archers Knight Musketeer
Arrows Archers Barbarians Musketeer

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.)

Arrows Knight Musketeer
Arrows Musketeer
Arrows
Arrows Knight Barbarians Musketeer
Arrows
Arrows Spear Goblins Musketeer
Archers Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Knight Musketeer
Archers Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Spear Goblins Arrows Musketeer
Arrows Musketeer
Arrows
Archers Arrows Musketeer
Arrows
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Archers Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows
Arrows
Spear Goblins Archers Barbarians Musketeer
Archers Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer
Musketeer
Musketeer

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