My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Missing cards in your collection

Royal Ghost Bandit Magic Archer

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Witch

Defensive buildings

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

Bomb Tower

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 Giant Wizard Witch Balloon

Offensive cards

Win conditions

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

Royal Giant Giant Balloon

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 Giant Balloon

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.

Barbarians Royal Giant Giant Balloon

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.

Balloon

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 Giant Balloon
Giant Snowball
Barbarians Witch Balloon
Zap
Royal Giant Witch Balloon
Barbarian Barrel
Barbarians Bomb Tower Wizard Witch
The Log
Barbarians Royal Giant Witch
Earthquake
Barbarians Bomb Tower Witch
Arrows
Witch
Royal Delivery
Barbarians Wizard Witch Balloon
Fireball
Barbarians Bomb Tower Wizard Witch Balloon
Poison
Barbarians Bomb Tower Wizard Witch Balloon
Lightning
Bomb Tower Wizard Witch Balloon
Rocket
Barbarians Bomb Tower Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower 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

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.

Barbarians Wizard Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Bomb Tower Barbarians Giant Wizard Witch Balloon Royal Giant

Shortest cycle

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

17 Arrows Bomb Tower Barbarians Giant

Attack Synergies 3 7

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 Giant Balloon
Barbarians
Balloon
Royal Giant
Arrows Wizard Witch
Bomb Tower
Giant
Arrows Wizard Witch Balloon
Wizard
Royal Giant Giant Balloon
Witch
Royal Giant Giant
Balloon
Arrows Barbarians Giant Wizard

Defense Synergies 0 2

Arrows
Barbarians Bomb Tower
Barbarians
Arrows
Royal Giant
Bomb Tower
Arrows
Giant
Wizard
Witch
Balloon

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.

Wizard
Barbarians Bomb Tower Witch
Barbarians Bomb Tower Witch
Barbarians Bomb Tower Witch
Arrows Barbarians Bomb Tower
Arrows Bomb Tower
Arrows Bomb Tower Wizard Witch
Arrows Barbarians Bomb Tower
Barbarians Witch Bomb Tower
Barbarians
Barbarians Witch Arrows Bomb Tower Wizard
Arrows Wizard Witch
Barbarians Bomb Tower Wizard Witch
Bomb Tower Wizard Arrows Barbarians Witch
Barbarians Bomb Tower
Barbarians Bomb Tower
Barbarians Bomb Tower Wizard Arrows Witch
Arrows Bomb Tower Barbarians Wizard Witch
Arrows Bomb Tower Wizard Witch Barbarians
Barbarians Bomb Tower
Wizard Arrows Barbarians Bomb Tower Witch

Counters to secondary win conditions

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

Barbarians Witch
Arrows Bomb Tower Wizard
Barbarians Bomb Tower Witch
Barbarians
Barbarians Witch
Arrows Wizard Bomb Tower Witch
Barbarians Bomb Tower Witch
Barbarians Bomb Tower
Barbarians Bomb Tower Witch
Witch Barbarians
Barbarians Bomb Tower Witch
Arrows Barbarians
Barbarians Bomb Tower Wizard Witch
Wizard Barbarians Bomb Tower Witch
Barbarians Witch Bomb Tower
Arrows Barbarians Bomb Tower Wizard Witch

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
Arrows
Arrows
Arrows Barbarians
Wizard Arrows
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Witch
Arrows Wizard
Arrows Barbarians
Arrows Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Barbarians Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
Witch
Witch
Witch

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