My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!
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!
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.

Dart Goblin Wizard Magic Archer

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.

Skeletons Wizard Giant Skeleton Magic Archer Mighty Miner

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.

Missing

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.

Dart Goblin Giant Skeleton Magic Archer Mighty Miner

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 Magic Archer Mighty Miner

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
Skeletons Skeleton Army Clone Giant Skeleton Mighty Miner
Giant Snowball
Skeletons Dart Goblin Skeleton Army Clone Mighty Miner
Zap
Skeletons Dart Goblin Skeleton Army Clone Mighty Miner
Barbarian Barrel
Skeletons Dart Goblin Wizard Skeleton Army Clone Giant Skeleton Magic Archer
The Log
Skeletons Dart Goblin Skeleton Army Clone Giant Skeleton
Earthquake
Skeletons Skeleton Army Clone
Arrows
Skeletons Dart Goblin Skeleton Army Clone
Royal Delivery
Skeletons Dart Goblin Wizard Skeleton Army Clone Giant Skeleton Magic Archer
Fireball
Dart Goblin Wizard Skeleton Army Clone Magic Archer Mighty Miner
Poison
Dart Goblin Wizard Skeleton Army Clone Magic Archer
Lightning
Wizard Magic Archer Mighty Miner
Rocket
Wizard Magic Archer Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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.

Skeleton Army Clone Giant Skeleton Mighty Miner

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.

Dart Goblin 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Dart Goblin Skeleton Army Clone Magic Archer Mighty Miner Wizard Giant Skeleton

Shortest cycle

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

10 Skeletons Dart Goblin Skeleton Army Clone

Attack Synergies 2 4

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.

Skeletons
Dart Goblin
Giant Skeleton
Wizard
Giant Skeleton
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Magic Archer
Giant Skeleton
Clone Dart Goblin Wizard Magic Archer
Magic Archer
Clone Giant Skeleton
Mighty Miner

Defense Synergies 1 12

Skeletons
Dart Goblin Wizard Giant Skeleton Magic Archer
Dart Goblin
Skeletons Skeleton Army Giant Skeleton Magic Archer
Wizard
Skeletons Skeleton Army Giant Skeleton Mighty Miner
Skeleton Army
Dart Goblin Wizard Giant Skeleton Magic Archer
Clone
Giant Skeleton
Skeletons Dart Goblin Wizard Skeleton Army Magic Archer
Magic Archer
Skeletons Dart Goblin Skeleton Army Giant Skeleton
Mighty Miner
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.

Dart Goblin Wizard Magic Archer
Skeleton Army Skeletons Dart Goblin
Skeleton Army Skeletons Dart Goblin Giant Skeleton
Skeleton Army Skeletons Dart Goblin
Skeleton Army Giant Skeleton
Skeleton Army Skeletons Dart Goblin Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Giant Skeleton Magic Archer
Mighty Miner Skeletons Skeleton Army
Skeleton Army Skeletons Dart Goblin Giant Skeleton
Dart Goblin Skeleton Army Skeletons Wizard Giant Skeleton Magic Archer
Dart Goblin Wizard Magic Archer
Skeleton Army Skeletons Wizard Giant Skeleton
Wizard Skeleton Army Dart Goblin Magic Archer
Skeleton Army
Skeleton Army
Wizard Skeletons Skeleton Army
Dart Goblin Wizard Skeleton Army Magic Archer
Wizard Dart Goblin Giant Skeleton Magic Archer
Dart Goblin
Wizard Skeleton Army Dart Goblin Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Skeletons Giant Skeleton
Wizard Magic Archer
Skeleton Army Giant Skeleton Skeletons
Skeleton Army Giant Skeleton
Giant Skeleton Skeletons Skeleton Army Mighty Miner
Wizard Skeletons Dart Goblin Magic Archer
Skeleton Army Skeletons Dart Goblin Giant Skeleton
Giant Skeleton Mighty Miner Skeleton Army
Giant Skeleton Skeletons Skeleton Army Magic Archer
Skeletons Dart Goblin Skeleton Army
Dart Goblin Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Skeletons Wizard
Wizard Dart Goblin Skeleton Army Magic Archer
Skeleton Army Skeletons Dart Goblin Giant Skeleton Magic Archer Mighty Miner
Dart Goblin Wizard Giant Skeleton Magic Archer Mighty Miner

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.)

Magic Archer Dart Goblin Giant Skeleton
Dart Goblin Magic Archer
Dart Goblin Giant Skeleton Magic Archer
Dart Goblin Giant Skeleton
Wizard Magic Archer
Wizard Dart Goblin Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin Wizard Magic Archer
Magic Archer Dart Goblin Wizard
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Giant Skeleton Magic Archer
Wizard
Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Wizard Magic Archer
Dart Goblin Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard
Dart Goblin Wizard Magic Archer
Magic Archer
Mighty Miner Giant Skeleton
Wizard Magic Archer
Dart Goblin Skeleton Army Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Dart Goblin Wizard Magic Archer
Giant Skeleton
Dart Goblin
Dart Goblin Giant Skeleton Magic Archer
Dart Goblin Magic Archer
Dart Goblin Giant Skeleton Magic Archer

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