My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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.

Goblin Gang Musketeer

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.

Knight Musketeer Royal Ghost Sparky Skeleton King

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

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Royal Ghost

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 Goblin Gang Barbarians Royal Ghost Skeleton King

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.

Royal Ghost

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
Goblin Gang Skeleton Army Sparky Skeleton King
Giant Snowball
Goblin Gang Barbarians Musketeer Skeleton Army Skeleton King
Zap
Goblin Gang Skeleton Army Sparky Skeleton King
Barbarian Barrel
Knight Goblin Gang Barbarians Musketeer Skeleton Army Royal Ghost Sparky Skeleton King
The Log
Goblin Gang Barbarians Musketeer Skeleton Army Sparky Skeleton King
Earthquake
Goblin Gang Barbarians Skeleton Army Skeleton King
Arrows
Goblin Gang Skeleton Army Skeleton King
Royal Delivery
Knight Goblin Gang Barbarians Musketeer Skeleton Army Royal Ghost Sparky Skeleton King
Fireball
Goblin Gang Barbarians Musketeer Skeleton Army Sparky Skeleton King
Poison
Goblin Gang Barbarians Musketeer Skeleton Army Sparky Skeleton King
Lightning
Knight Musketeer Sparky Skeleton King
Rocket
Barbarians Musketeer Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Sparky Skeleton King

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 Royal Ghost Sparky

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.

Goblin Gang Barbarians Musketeer

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Gang Skeleton Army Royal Ghost Musketeer Skeleton King Barbarians Sparky

Shortest cycle

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

12 Knight Goblin Gang Skeleton Army Royal Ghost

Attack Synergies 3 6

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
Goblin Gang Musketeer Sparky
Goblin Gang
Knight Royal Ghost Sparky Skeleton King
Barbarians
Musketeer
Knight Royal Ghost
Skeleton Army
Skeleton King Sparky
Royal Ghost
Goblin Gang Musketeer
Sparky
Knight Goblin Gang Skeleton Army
Skeleton King
Skeleton Army Goblin Gang

Defense Synergies 3 11

Knight
Goblin Gang Musketeer Skeleton Army Sparky
Goblin Gang
Knight Musketeer Barbarians Skeleton Army Sparky
Barbarians
Goblin Gang Skeleton Army
Musketeer
Knight Goblin Gang Skeleton Army Royal Ghost Skeleton King
Skeleton Army
Knight Goblin Gang Barbarians Musketeer Sparky Skeleton King
Royal Ghost
Musketeer
Sparky
Knight Goblin Gang Skeleton Army
Skeleton King
Musketeer Skeleton Army

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.

Knight Musketeer Sparky
Barbarians Skeleton Army Sparky Knight Goblin Gang Musketeer
Goblin Gang Barbarians Skeleton Army Sparky Knight Musketeer
Barbarians Skeleton Army Sparky Knight Goblin Gang Musketeer Skeleton King
Barbarians Skeleton Army Sparky
Goblin Gang Skeleton Army Musketeer Royal Ghost
Musketeer Goblin Gang
Barbarians Musketeer Sparky
Barbarians Sparky Goblin Gang Musketeer Skeleton Army Skeleton King
Knight Goblin Gang Skeleton Army Barbarians Musketeer Royal Ghost Sparky
Goblin Gang Barbarians Skeleton Army Knight Musketeer Royal Ghost Skeleton King
Musketeer Goblin Gang
Barbarians Skeleton Army Sparky Knight Goblin Gang Musketeer
Skeleton Army Sparky Goblin Gang Barbarians Royal Ghost Skeleton King
Barbarians Skeleton Army Sparky Knight Goblin Gang Skeleton King
Barbarians Skeleton Army Goblin Gang Sparky
Barbarians Sparky Knight Goblin Gang Musketeer Skeleton Army
Knight Goblin Gang Barbarians Musketeer Skeleton Army Royal Ghost
Knight Barbarians Musketeer Royal Ghost
Barbarians Sparky Musketeer
Goblin Gang Skeleton Army Royal Ghost Knight Barbarians Musketeer Sparky
Skeleton Army Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Skeleton Army Royal Ghost Sparky
Knight Goblin Gang Musketeer Royal Ghost
Goblin Gang Barbarians Skeleton Army Knight Musketeer Sparky
Goblin Gang Skeleton Army Knight Barbarians Musketeer Sparky
Barbarians Knight Goblin Gang Musketeer Skeleton Army Sparky
Goblin Gang Musketeer
Goblin Gang Skeleton Army Sparky Knight Barbarians Musketeer
Knight Barbarians Skeleton Army Sparky
Knight Barbarians Skeleton Army Sparky
Goblin Gang Barbarians Musketeer Skeleton Army Sparky
Knight Barbarians Musketeer Sparky
Skeleton Army Barbarians
Barbarians Skeleton Army Knight Goblin Gang Sparky Skeleton King
Barbarians Musketeer Skeleton Army Sparky
Goblin Gang Barbarians Skeleton Army Sparky Knight Musketeer Skeleton King
Barbarians Musketeer Royal Ghost Sparky Skeleton King

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 Musketeer Royal Ghost Sparky
Musketeer Royal Ghost
Sparky
Knight Barbarians Musketeer Sparky
Sparky
Musketeer
Musketeer Sparky
Goblin Gang Musketeer Sparky
Knight Musketeer Sparky
Musketeer
Knight Musketeer Sparky
Musketeer
Musketeer Sparky
Musketeer Sparky
Musketeer Sparky
Sparky
Sparky
Musketeer Sparky
Musketeer Sparky
Musketeer Sparky
Barbarians Musketeer
Sparky
Musketeer Royal Ghost Sparky
Musketeer Sparky
Musketeer Sparky
Musketeer Sparky
Musketeer
Sparky
Musketeer Sparky
Sparky
Sparky
Sparky
Goblin Gang Barbarians Musketeer Skeleton Army
Musketeer
Knight Goblin Gang Musketeer Sparky
Musketeer Skeleton King
Sparky
Musketeer Sparky
Goblin Gang Musketeer Sparky Skeleton King
Musketeer
Musketeer Royal Ghost Sparky
Sparky
Sparky

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