My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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.

Furnace Goblin Hut Baby Dragon Magic Archer

Defensive buildings

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

Furnace Goblin Hut Barbarian Hut

Investments

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

Knight Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer

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 Rage

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.

Knight Baby Dragon Magic Archer

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
Giant Snowball
Furnace Goblin Hut Baby Dragon
Zap
Furnace Goblin Hut
Barbarian Barrel
Knight Furnace Goblin Hut Barbarian Hut Magic Archer
The Log
Furnace Goblin Hut Barbarian Hut
Earthquake
Furnace Goblin Hut Barbarian Hut
Arrows
Furnace Goblin Hut
Royal Delivery
Knight Goblin Hut Baby Dragon Magic Archer
Fireball
Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Poison
Furnace Goblin Hut Barbarian Hut Magic Archer
Lightning
Knight Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Rocket
Furnace Goblin Hut Barbarian Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Baby Dragon Magic Archer

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 Rage Baby Dragon

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.

Fireball Furnace

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Fireball Furnace Baby Dragon Magic Archer Goblin Hut Barbarian Hut

Shortest cycle

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

13 Rage Knight Fireball Furnace

Attack Synergies 1 15

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.

Knight
Baby Dragon Fireball Furnace Goblin Hut Barbarian Hut Magic Archer
Fireball
Knight Baby Dragon Magic Archer
Furnace
Knight Goblin Hut Barbarian Hut Baby Dragon
Goblin Hut
Knight Furnace Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Knight Furnace Goblin Hut Baby Dragon Magic Archer
Rage
Baby Dragon
Knight Fireball Furnace Goblin Hut Barbarian Hut
Magic Archer
Knight Fireball Goblin Hut Barbarian Hut

Defense Synergies 1 15

Knight
Magic Archer Fireball Furnace Goblin Hut Barbarian Hut Baby Dragon
Fireball
Knight Goblin Hut Barbarian Hut
Furnace
Knight Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Goblin Hut
Knight Fireball Furnace Barbarian Hut Baby Dragon
Barbarian Hut
Knight Fireball Furnace Goblin Hut Baby Dragon Magic Archer
Rage
Baby Dragon
Knight Furnace Goblin Hut Barbarian Hut
Magic Archer
Knight Furnace Barbarian Hut

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.

Barbarian Hut Knight Fireball Goblin Hut Baby Dragon Magic Archer
Barbarian Hut Knight Furnace Goblin Hut
Furnace Goblin Hut Barbarian Hut Knight
Goblin Hut Barbarian Hut Knight Furnace
Fireball
Fireball Furnace Baby Dragon Magic Archer
Furnace Fireball Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut Fireball Baby Dragon Magic Archer
Barbarian Hut Furnace Goblin Hut
Knight
Knight Fireball Furnace Goblin Hut Baby Dragon Magic Archer
Fireball Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Furnace Goblin Hut Barbarian Hut Knight Fireball
Fireball Barbarian Hut Furnace Goblin Hut Baby Dragon Magic Archer
Barbarian Hut Knight Furnace Goblin Hut
Barbarian Hut Fireball Furnace Goblin Hut
Barbarian Hut Knight Fireball Furnace Goblin Hut
Fireball Knight Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Furnace Baby Dragon Knight Fireball Goblin Hut Barbarian Hut Magic Archer
Barbarian Hut Goblin Hut
Knight Fireball Furnace Baby Dragon

Counters to secondary win conditions

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

Knight Barbarian Hut Fireball Furnace Goblin Hut
Fireball Knight Baby Dragon Magic Archer
Knight Furnace Goblin Hut Barbarian Hut
Knight Fireball Barbarian Hut
Barbarian Hut Knight Goblin Hut
Fireball Furnace Goblin Hut Baby Dragon Magic Archer
Knight Fireball Furnace Goblin Hut Barbarian Hut
Knight Barbarian Hut
Knight Fireball Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Goblin Hut Barbarian Hut
Knight Goblin Hut
Fireball
Knight Fireball Barbarian Hut
Fireball Furnace Barbarian Hut Baby Dragon Magic Archer
Goblin Hut Knight Fireball Furnace Barbarian Hut Baby Dragon Magic Archer
Fireball Goblin Hut Barbarian Hut Baby Dragon 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 Knight Barbarian Hut Baby Dragon
Fireball Baby Dragon Magic Archer
Fireball Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Knight Fireball Barbarian Hut
Fireball Furnace Baby Dragon Magic Archer
Fireball Furnace Baby Dragon Magic Archer
Furnace Baby Dragon Magic Archer
Fireball Barbarian Hut Baby Dragon Magic Archer
Fireball
Fireball
Knight Fireball Magic Archer
Fireball Baby Dragon Magic Archer
Knight Fireball Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Fireball Furnace Goblin Hut Barbarian Hut Baby Dragon Magic Archer
Magic Archer Fireball Furnace Goblin Hut Barbarian Hut Baby Dragon
Fireball
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Fireball Barbarian Hut Baby Dragon
Fireball Furnace Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Furnace Baby Dragon Magic Archer
Fireball Goblin Hut
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Goblin Hut Barbarian Hut Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Fireball Knight Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Fireball Baby Dragon Magic Archer
Fireball Magic Archer
Fireball Baby Dragon Magic Archer

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