My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Furnace Goblin Hut Wizard

Defensive buildings

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

Furnace 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.

Royal Giant Furnace Goblin Hut Wizard Giant Skeleton

Offensive cards

Win conditions

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

Royal 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

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.

Royal Giant Giant Skeleton

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.

Giant Skeleton

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
Royal Giant Clone Giant Skeleton
Giant Snowball
Furnace Goblin Hut Clone
Zap
Royal Giant Furnace Goblin Hut Clone
Barbarian Barrel
Furnace Goblin Hut Wizard Clone Giant Skeleton
The Log
Royal Giant Furnace Goblin Hut Clone Giant Skeleton
Earthquake
Furnace Goblin Hut Clone
Arrows
Furnace Goblin Hut Clone
Royal Delivery
Goblin Hut Wizard Clone Giant Skeleton
Fireball
Furnace Goblin Hut Wizard Clone
Poison
Furnace Goblin Hut Wizard Clone
Lightning
Furnace Goblin Hut Wizard
Rocket
Furnace Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace 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.

Arrows Clone Giant Skeleton

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.

Furnace Wizard

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.

Mirror Arrows Clone Furnace Goblin Hut Wizard Royal Giant Giant Skeleton

Shortest cycle

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

10 Mirror Arrows Clone Furnace

Attack Synergies 4 12

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.

Arrows
Royal Giant Mirror Giant Skeleton
Royal Giant
Arrows Furnace Goblin Hut Wizard Mirror Giant Skeleton
Furnace
Royal Giant Goblin Hut Mirror Giant Skeleton
Goblin Hut
Royal Giant Furnace Mirror Giant Skeleton
Wizard
Royal Giant Giant Skeleton
Mirror
Arrows Royal Giant Furnace Goblin Hut Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Arrows Royal Giant Furnace Goblin Hut Wizard Mirror

Defense Synergies 2 8

Arrows
Mirror Furnace Goblin Hut Giant Skeleton
Royal Giant
Furnace
Mirror Arrows Goblin Hut
Goblin Hut
Arrows Furnace Wizard Mirror Giant Skeleton
Wizard
Goblin Hut Giant Skeleton
Mirror
Arrows Furnace Goblin Hut
Clone
Giant Skeleton
Arrows Goblin Hut Wizard

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.

Goblin Hut Wizard
Furnace Goblin Hut
Furnace Goblin Hut Giant Skeleton
Goblin Hut Furnace
Arrows Giant Skeleton
Arrows Furnace
Furnace Arrows Goblin Hut Wizard
Arrows Giant Skeleton
Furnace Goblin Hut
Giant Skeleton
Arrows Furnace Goblin Hut Wizard Giant Skeleton
Arrows Furnace Goblin Hut Wizard
Furnace Goblin Hut Wizard Giant Skeleton
Wizard Arrows Furnace Goblin Hut
Furnace Goblin Hut
Furnace Goblin Hut
Wizard Arrows Furnace Goblin Hut
Arrows Furnace Goblin Hut Wizard
Arrows Furnace Wizard Goblin Hut Giant Skeleton
Goblin Hut
Wizard Arrows Furnace Giant Skeleton

Counters to secondary win conditions

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

Furnace Goblin Hut Giant Skeleton
Arrows Wizard
Giant Skeleton Furnace Goblin Hut
Giant Skeleton
Giant Skeleton Goblin Hut
Arrows Furnace Wizard Goblin Hut
Furnace Goblin Hut Giant Skeleton
Giant Skeleton
Giant Skeleton Goblin Hut
Goblin Hut
Goblin Hut Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Wizard
Wizard Furnace
Goblin Hut Furnace Giant Skeleton
Arrows Goblin Hut Wizard Giant Skeleton

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 Giant Skeleton
Arrows
Arrows Goblin Hut Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows Furnace
Arrows Wizard Furnace
Arrows Furnace Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Hut
Arrows
Arrows Furnace Goblin Hut
Arrows Furnace Goblin Hut Wizard
Arrows Furnace Goblin Hut Wizard
Arrows
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Furnace Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Furnace Wizard
Goblin Hut Wizard
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Goblin Hut
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton

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