My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Musketeer Goblin Hut

Defensive buildings

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

Cannon 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 Musketeer Goblin Hut Elixir Collector

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.

Arrows

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight 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
Giant Snowball
Archers Cannon Barbarians Musketeer Goblin Hut
Zap
Archers Cannon Goblin Hut
Barbarian Barrel
Archers Knight Cannon Barbarians Musketeer Goblin Hut
The Log
Archers Cannon Barbarians Musketeer Goblin Hut
Earthquake
Archers Cannon Barbarians Goblin Hut Elixir Collector
Arrows
Archers Goblin Hut
Royal Delivery
Archers Knight Barbarians Musketeer Goblin Hut
Fireball
Archers Cannon Barbarians Musketeer Goblin Hut Elixir Collector
Poison
Archers Cannon Barbarians Musketeer Goblin Hut Elixir Collector
Lightning
Knight Cannon Musketeer Goblin Hut Elixir Collector
Rocket
Barbarians Musketeer Goblin Hut Elixir Collector

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.

Arrows Knight Elixir Collector

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.

Archers Arrows Knight Cannon Musketeer Barbarians Goblin Hut Elixir Collector

Shortest cycle

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

12 Archers Arrows Knight Cannon

Attack Synergies 2 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.

Archers
Knight Arrows Goblin Hut
Arrows
Archers Knight
Knight
Archers Musketeer Arrows Goblin Hut
Cannon
Barbarians
Musketeer
Knight Goblin Hut
Goblin Hut
Archers Knight Musketeer
Elixir Collector

Defense Synergies 4 8

Archers
Knight Cannon Goblin Hut
Arrows
Knight Cannon Barbarians Goblin Hut
Knight
Archers Cannon Musketeer Arrows Goblin Hut
Cannon
Knight Musketeer Archers Arrows
Barbarians
Arrows
Musketeer
Knight Cannon Goblin Hut
Goblin Hut
Archers Arrows Knight Musketeer
Elixir Collector

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 Cannon Musketeer Goblin Hut
Barbarians Knight Cannon Musketeer Goblin Hut
Cannon Barbarians Goblin Hut Archers Knight Musketeer
Cannon Barbarians Goblin Hut Knight Musketeer
Arrows Barbarians
Arrows Archers Cannon Musketeer
Musketeer Archers Arrows Cannon Goblin Hut
Arrows Cannon Barbarians Musketeer
Cannon Barbarians Musketeer Goblin Hut
Knight Archers Cannon Barbarians Musketeer
Archers Barbarians Arrows Knight Cannon Musketeer Goblin Hut
Arrows Musketeer Archers Goblin Hut
Cannon Barbarians Goblin Hut Knight Musketeer
Arrows Cannon Barbarians Goblin Hut
Barbarians Knight Cannon Goblin Hut
Barbarians Cannon Goblin Hut
Barbarians Arrows Knight Cannon Musketeer Goblin Hut
Arrows Cannon Archers Knight Barbarians Musketeer Goblin Hut
Arrows Archers Knight Cannon Barbarians Musketeer Goblin Hut
Barbarians Cannon Musketeer Goblin Hut
Archers Arrows Knight Cannon Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Archers Goblin Hut
Archers Arrows Knight Musketeer
Barbarians Knight Musketeer Goblin Hut
Knight Barbarians Musketeer
Barbarians Knight Cannon Musketeer Goblin Hut
Arrows Archers Musketeer Goblin Hut
Archers Knight Barbarians Musketeer Goblin Hut
Knight Barbarians
Knight Barbarians Goblin Hut
Cannon Barbarians Musketeer Goblin Hut
Knight Barbarians Musketeer Goblin Hut
Arrows Barbarians
Barbarians Knight Cannon
Archers Cannon Barbarians Musketeer
Barbarians Goblin Hut Archers Knight Musketeer
Arrows Archers Cannon Barbarians Musketeer Goblin Hut

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 Goblin Hut
Arrows Knight Barbarians Musketeer
Arrows
Arrows Musketeer
Archers Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Knight Musketeer
Archers Arrows Musketeer
Knight Musketeer Goblin Hut
Arrows Musketeer
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows
Archers Arrows Musketeer
Arrows
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Archers Arrows Musketeer
Musketeer Goblin Hut
Arrows Musketeer
Arrows
Arrows
Archers Barbarians Musketeer Goblin Hut
Archers Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer
Musketeer
Musketeer

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