My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Missing cards in your collection

Firecracker

Deck tips

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

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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 splash!

You don't have a card, that attacks ground and has splash 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 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.

Minions Goblin Hut

Defensive buildings

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

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 Giant Goblin Hut Barbarian Hut

Offensive cards

Win conditions

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

Hog Rider Giant

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.

Hog Rider 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.

Knight Barbarians Hog Rider Giant

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.

Hog Rider

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 Hog Rider Giant Skeleton Army
Giant Snowball
Minions Barbarians Hog Rider Goblin Hut Skeleton Army
Zap
Minions Goblin Hut Skeleton Army
Barbarian Barrel
Knight Barbarians Goblin Hut Barbarian Hut Skeleton Army
The Log
Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army
Earthquake
Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army
Arrows
Minions Goblin Hut Skeleton Army
Royal Delivery
Knight Minions Barbarians Hog Rider Goblin Hut Skeleton Army
Fireball
Minions Barbarians Hog Rider Goblin Hut Barbarian Hut Skeleton Army
Poison
Minions Barbarians Goblin Hut Barbarian Hut Skeleton Army
Lightning
Knight Goblin Hut Barbarian Hut
Rocket
Barbarians Hog Rider Goblin Hut Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army

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.

Skeleton Army

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 Barbarians

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.

Knight Minions Skeleton Army Hog Rider Barbarians Giant Goblin Hut Barbarian Hut

Shortest cycle

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

13 Knight Minions Skeleton Army Hog Rider

Attack Synergies 4 10

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
Minions Hog Rider Goblin Hut Barbarian Hut
Minions
Knight Hog Rider Giant Barbarian Hut
Barbarians
Hog Rider
Hog Rider
Knight Minions Barbarians Giant Goblin Hut Barbarian Hut
Giant
Minions Hog Rider Goblin Hut Barbarian Hut
Goblin Hut
Knight Hog Rider Giant Barbarian Hut
Barbarian Hut
Knight Minions Hog Rider Giant Goblin Hut
Skeleton Army

Defense Synergies 2 7

Knight
Minions Goblin Hut Barbarian Hut Skeleton Army
Minions
Knight Barbarian Hut
Barbarians
Skeleton Army
Hog Rider
Giant
Goblin Hut
Knight Barbarian Hut Skeleton Army
Barbarian Hut
Minions Knight Goblin Hut Skeleton Army
Skeleton Army
Knight Barbarians Goblin Hut 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 Minions Goblin Hut
Barbarians Barbarian Hut Skeleton Army Knight Minions Goblin Hut
Barbarians Goblin Hut Barbarian Hut Skeleton Army Knight Minions
Barbarians Goblin Hut Barbarian Hut Skeleton Army Knight Minions
Barbarians Skeleton Army
Skeleton Army Minions
Minions Goblin Hut Barbarian Hut
Barbarian Hut Barbarians
Barbarians Barbarian Hut Minions Goblin Hut Skeleton Army
Knight Skeleton Army Barbarians
Minions Barbarians Skeleton Army Knight Goblin Hut
Minions Goblin Hut Barbarian Hut
Barbarians Goblin Hut Barbarian Hut Skeleton Army Knight Minions
Barbarian Hut Skeleton Army Minions Barbarians Goblin Hut
Barbarians Barbarian Hut Skeleton Army Knight Goblin Hut
Barbarians Barbarian Hut Skeleton Army Goblin Hut
Barbarians Barbarian Hut Knight Minions Goblin Hut Skeleton Army
Knight Minions Barbarians Goblin Hut Barbarian Hut Skeleton Army
Knight Minions Barbarians Goblin Hut Barbarian Hut
Barbarians Barbarian Hut Goblin Hut
Skeleton Army Knight Minions Barbarians

Counters to secondary win conditions

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

Knight Barbarians Barbarian Hut Skeleton Army Goblin Hut
Knight
Barbarians Skeleton Army Knight Minions Goblin Hut Barbarian Hut
Skeleton Army Knight Barbarians Barbarian Hut
Barbarians Barbarian Hut Knight Goblin Hut Skeleton Army
Minions Goblin Hut
Skeleton Army Knight Minions Barbarians Goblin Hut Barbarian Hut
Knight Barbarians Barbarian Hut Skeleton Army
Knight Minions Barbarians Goblin Hut Barbarian Hut Skeleton Army
Barbarians Goblin Hut Barbarian Hut Skeleton Army
Knight Minions Barbarians Goblin Hut
Skeleton Army Barbarians
Barbarians Skeleton Army Knight Barbarian Hut
Barbarians Barbarian Hut Skeleton Army
Barbarians Goblin Hut Skeleton Army Knight Minions Barbarian Hut
Minions Barbarians Goblin Hut Barbarian 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.)

Knight Barbarian Hut
Goblin Hut Barbarian Hut
Knight Barbarians Barbarian Hut
Minions
Barbarian Hut
Minions
Knight
Knight Goblin Hut Barbarian Hut
Minions
Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut
Minions
Minions
Barbarians Barbarian Hut
Minions Goblin Hut
Minions Barbarians Goblin Hut Barbarian Hut Skeleton Army
Knight
Minions

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: