My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Furnace Magic Archer

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Furnace Giant Skeleton Electro Giant Magic Archer Mega Knight Goblinstein

Offensive cards

Win conditions

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

Electro 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.

Electro Giant Mega Knight

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 Giant Skeleton Electro Giant Magic Archer Mega Knight

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

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 Giant Skeleton
Giant Snowball
Minions Barbarians Furnace
Zap
Minions Furnace
Barbarian Barrel
Barbarians Furnace Giant Skeleton Magic Archer
The Log
Barbarians Furnace Giant Skeleton
Earthquake
Barbarians Furnace
Arrows
Minions Furnace
Royal Delivery
Minions Barbarians Giant Skeleton Magic Archer
Fireball
Minions Barbarians Furnace Magic Archer
Poison
Minions Barbarians Furnace Magic Archer
Lightning
Furnace Magic Archer Goblinstein
Rocket
Barbarians Furnace Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Furnace Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Electro Giant Magic Archer Mega Knight

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.

Giant Skeleton Electro Giant Mega Knight

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 Furnace

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.

Minions Furnace Magic Archer Barbarians Goblinstein Giant Skeleton Electro Giant Mega Knight

Shortest cycle

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

16 Minions Furnace Magic Archer Barbarians

Attack Synergies 1 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.

Minions
Mega Knight Giant Skeleton
Barbarians
Furnace
Giant Skeleton
Giant Skeleton
Minions Furnace Magic Archer
Electro Giant
Magic Archer
Giant Skeleton Mega Knight
Mega Knight
Minions Magic Archer
Goblinstein

Defense Synergies 0 6

Minions
Giant Skeleton Mega Knight
Barbarians
Furnace
Furnace
Barbarians Magic Archer
Giant Skeleton
Minions Magic Archer
Electro Giant
Magic Archer
Furnace Giant Skeleton Mega Knight
Mega Knight
Minions Magic Archer
Goblinstein

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.

Minions Magic Archer
Barbarians Minions Furnace Mega Knight
Barbarians Furnace Mega Knight Minions Giant Skeleton
Barbarians Minions Furnace Mega Knight
Barbarians Giant Skeleton Mega Knight
Minions Furnace Magic Archer Mega Knight
Minions Furnace Magic Archer
Barbarians Giant Skeleton Electro Giant Magic Archer Mega Knight
Barbarians Minions Furnace
Barbarians Giant Skeleton Mega Knight
Minions Barbarians Furnace Giant Skeleton Electro Giant Magic Archer Mega Knight
Minions Furnace Magic Archer
Barbarians Furnace Mega Knight Minions Giant Skeleton
Mega Knight Minions Barbarians Furnace Magic Archer
Barbarians Furnace Mega Knight
Barbarians Furnace Electro Giant Mega Knight
Barbarians Mega Knight Minions Furnace
Mega Knight Minions Barbarians Furnace Magic Archer
Furnace Minions Barbarians Giant Skeleton Magic Archer Mega Knight
Barbarians
Mega Knight Minions Barbarians Furnace Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Barbarians Mega Knight Furnace Giant Skeleton Electro Giant
Magic Archer Mega Knight
Barbarians Giant Skeleton Mega Knight Minions Furnace
Giant Skeleton Mega Knight Barbarians
Barbarians Giant Skeleton Mega Knight
Furnace Electro Giant Minions Magic Archer
Minions Barbarians Furnace Giant Skeleton
Giant Skeleton Mega Knight Barbarians
Giant Skeleton Mega Knight Minions Barbarians Magic Archer
Barbarians
Mega Knight Minions Barbarians Giant Skeleton
Mega Knight Barbarians Giant Skeleton Electro Giant
Barbarians Giant Skeleton Mega Knight
Barbarians Furnace Electro Giant Magic Archer Mega Knight
Barbarians Electro Giant Minions Furnace Giant Skeleton Magic Archer
Minions Mega Knight Barbarians Giant Skeleton Electro Giant Magic Archer
Furnace

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 Giant Skeleton
Magic Archer
Giant Skeleton Magic Archer
Barbarians Giant Skeleton
Furnace Magic Archer Mega Knight
Electro Giant Minions Furnace Magic Archer
Furnace Magic Archer
Magic Archer
Minions
Magic Archer
Magic Archer
Magic Archer
Minions Magic Archer
Furnace Magic Archer
Furnace Magic Archer
Magic Archer Furnace Mega Knight
Minions
Magic Archer Mega Knight
Electro Giant Magic Archer Mega Knight
Minions Giant Skeleton Magic Archer Mega Knight
Barbarians
Electro Giant Furnace Magic Archer Mega Knight
Magic Archer
Magic Archer Mega Knight
Magic Archer
Furnace Electro Giant Magic Archer
Minions Electro Giant
Magic Archer Mega Knight
Magic Archer
Giant Skeleton Mega Knight
Magic Archer
Minions Barbarians Magic Archer
Magic Archer
Magic Archer Mega Knight
Magic Archer
Giant Skeleton Electro Giant
Mega Knight
Electro Giant Minions Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Electro Giant Magic Archer Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: