My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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 Firecracker Ice Wizard Little Prince

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.

Firecracker Giant Skeleton Ice Wizard Mega Knight Little Prince

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.

Arrows Earthquake

Punishments

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

Goblin Gang Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Giant Skeleton 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.

Firecracker 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
Goblin Gang Giant Skeleton
Giant Snowball
Goblin Gang Little Prince
Zap
Goblin Gang Firecracker Little Prince
Barbarian Barrel
Goblin Gang Firecracker Giant Skeleton Ice Wizard Little Prince
The Log
Goblin Gang Firecracker Giant Skeleton Little Prince
Earthquake
Goblin Gang Firecracker
Arrows
Goblin Gang Firecracker Little Prince
Royal Delivery
Goblin Gang Firecracker Giant Skeleton Ice Wizard Little Prince
Fireball
Goblin Gang Firecracker Ice Wizard Little Prince
Poison
Goblin Gang Firecracker Ice Wizard Little Prince
Lightning
Ice Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake Ice Wizard Mega Knight

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.

Arrows Giant Skeleton Ice Wizard 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.

Goblin Gang Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Firecracker Earthquake Ice Wizard Little Prince Giant Skeleton Mega Knight

Shortest cycle

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

12 Arrows Goblin Gang Firecracker Earthquake

Attack Synergies 0 11

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
Earthquake Giant Skeleton Mega Knight
Goblin Gang
Firecracker Giant Skeleton
Firecracker
Goblin Gang Earthquake Giant Skeleton Mega Knight
Earthquake
Arrows Firecracker Giant Skeleton Mega Knight
Giant Skeleton
Arrows Goblin Gang Firecracker Earthquake Ice Wizard
Ice Wizard
Giant Skeleton
Mega Knight
Arrows Firecracker Earthquake
Little Prince

Defense Synergies 1 16

Arrows
Mega Knight Giant Skeleton Ice Wizard Little Prince
Goblin Gang
Firecracker Giant Skeleton Ice Wizard
Firecracker
Goblin Gang Earthquake Giant Skeleton Ice Wizard Mega Knight
Earthquake
Firecracker Ice Wizard Mega Knight
Giant Skeleton
Arrows Goblin Gang Firecracker Ice Wizard Little Prince
Ice Wizard
Arrows Goblin Gang Firecracker Earthquake Giant Skeleton Mega Knight Little Prince
Mega Knight
Arrows Firecracker Earthquake Ice Wizard
Little Prince
Arrows Giant Skeleton Ice 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.

Earthquake Firecracker
Goblin Gang Firecracker Ice Wizard Mega Knight
Goblin Gang Mega Knight Giant Skeleton Ice Wizard
Goblin Gang Firecracker Ice Wizard Mega Knight
Arrows Firecracker Earthquake Giant Skeleton Mega Knight
Arrows Goblin Gang Firecracker Earthquake Ice Wizard Mega Knight
Arrows Goblin Gang Firecracker Ice Wizard Little Prince
Earthquake Arrows Giant Skeleton Mega Knight
Goblin Gang Ice Wizard
Goblin Gang Firecracker Giant Skeleton Ice Wizard Mega Knight Little Prince
Goblin Gang Ice Wizard Arrows Firecracker Earthquake Giant Skeleton Mega Knight
Arrows Goblin Gang Firecracker Ice Wizard
Mega Knight Goblin Gang Earthquake Giant Skeleton Ice Wizard
Mega Knight Arrows Goblin Gang Firecracker Earthquake
Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Arrows Goblin Gang Firecracker
Arrows Mega Knight Goblin Gang Firecracker Ice Wizard Little Prince
Arrows Earthquake Firecracker Giant Skeleton Ice Wizard Mega Knight Little Prince
Goblin Gang Mega Knight Arrows Firecracker Earthquake Giant Skeleton Little Prince

Counters to secondary win conditions

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

Goblin Gang Mega Knight Giant Skeleton
Arrows Goblin Gang Firecracker Mega Knight
Goblin Gang Giant Skeleton Mega Knight
Goblin Gang Giant Skeleton Mega Knight
Giant Skeleton Goblin Gang Mega Knight
Arrows Firecracker Goblin Gang Ice Wizard
Goblin Gang Giant Skeleton Ice Wizard
Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Firecracker
Goblin Gang
Mega Knight Giant Skeleton
Mega Knight Arrows Giant Skeleton
Giant Skeleton Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Firecracker Giant Skeleton Little Prince
Arrows Mega Knight Firecracker Earthquake Giant Skeleton Ice Wizard
Arrows Ice Wizard

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.)

Earthquake Arrows Firecracker Giant Skeleton
Arrows Firecracker Ice Wizard
Earthquake Arrows Giant Skeleton
Earthquake Arrows Firecracker Giant Skeleton
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Ice Wizard
Arrows Firecracker Earthquake
Arrows Earthquake Firecracker Ice Wizard
Arrows Firecracker
Goblin Gang
Firecracker Arrows Earthquake
Arrows Firecracker
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker Mega Knight
Arrows Earthquake
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Earthquake Mega Knight Little Prince
Earthquake Giant Skeleton Mega Knight
Arrows
Earthquake Arrows
Arrows Firecracker Earthquake Ice Wizard Mega Knight Little Prince
Arrows Firecracker Earthquake Ice Wizard
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker Ice Wizard Little Prince
Firecracker
Arrows Earthquake Mega Knight
Arrows Firecracker
Giant Skeleton Mega Knight
Arrows Firecracker Earthquake
Earthquake Goblin Gang
Arrows Firecracker Ice Wizard
Arrows
Goblin Gang Firecracker Mega Knight
Arrows Firecracker Earthquake
Arrows Giant Skeleton
Firecracker Mega Knight
Goblin Gang Firecracker Giant Skeleton
Firecracker
Firecracker Giant Skeleton Mega Knight Little Prince
Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: