My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 anti-ground splash!

You don't have a card, that attacks ground 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 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!
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.

Dart Goblin Witch

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 Witch Giant Skeleton Monk

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.

Rage

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 Dart Goblin Giant Skeleton

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 Monk

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
Guards Clone Giant Skeleton
Giant Snowball
Dart Goblin Guards Clone Witch
Zap
Dart Goblin Guards Clone Witch
Barbarian Barrel
Knight Dart Goblin Guards Clone Witch Giant Skeleton
The Log
Dart Goblin Guards Clone Witch Giant Skeleton
Earthquake
Guards Clone Witch
Arrows
Dart Goblin Guards Clone Witch
Royal Delivery
Knight Dart Goblin Guards Clone Witch Giant Skeleton
Fireball
Dart Goblin Clone Witch
Poison
Dart Goblin Guards Clone Witch
Lightning
Knight Witch Monk
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Rage Guards Clone Giant Skeleton

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Dart Goblin Guards Clone Witch Monk Giant Skeleton

Shortest cycle

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

11 Rage Knight Dart Goblin Guards

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.

Knight
Dart Goblin Witch
Dart Goblin
Knight Giant Skeleton Monk
Rage
Witch Giant Skeleton
Guards
Clone
Clone
Giant Skeleton Guards Witch
Witch
Rage Knight Clone Giant Skeleton
Giant Skeleton
Clone Dart Goblin Rage Witch
Monk
Dart Goblin

Defense Synergies 1 6

Knight
Dart Goblin Witch
Dart Goblin
Knight Guards Giant Skeleton
Rage
Guards
Dart Goblin Witch Giant Skeleton
Clone
Witch
Knight Guards Giant Skeleton
Giant Skeleton
Dart Goblin Guards Witch
Monk

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 Dart Goblin
Knight Dart Goblin Witch Monk
Witch Knight Dart Goblin Giant Skeleton
Witch Knight Dart Goblin Guards Monk
Giant Skeleton Monk
Dart Goblin Guards
Dart Goblin Witch
Dart Goblin Giant Skeleton Monk
Witch
Knight Guards Dart Goblin Giant Skeleton
Dart Goblin Guards Witch Knight Giant Skeleton
Dart Goblin Witch
Knight Guards Witch Giant Skeleton
Dart Goblin Guards Witch
Knight
Monk
Knight Witch
Knight Dart Goblin Guards Witch
Witch Knight Dart Goblin Guards Giant Skeleton
Dart Goblin
Knight Dart Goblin Guards Witch Giant Skeleton

Counters to secondary win conditions

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

Knight Guards Witch Giant Skeleton
Knight Monk
Guards Giant Skeleton Knight Witch
Guards Giant Skeleton Knight Monk
Giant Skeleton Knight Guards Witch
Dart Goblin Witch Monk
Guards Knight Dart Goblin Witch Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Knight Witch Monk
Witch Dart Goblin Guards
Knight Dart Goblin Guards Witch Giant Skeleton
Monk Guards Giant Skeleton
Giant Skeleton Knight Guards Witch
Dart Goblin Witch
Guards Witch Knight Dart Goblin Giant Skeleton Monk
Dart Goblin Witch Giant Skeleton

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 Dart Goblin Guards Giant Skeleton Monk
Monk Dart Goblin
Dart Goblin Giant Skeleton
Knight Dart Goblin Guards Giant Skeleton
Dart Goblin Witch Monk
Dart Goblin Witch
Dart Goblin
Monk Dart Goblin
Guards
Monk Knight Dart Goblin
Monk Dart Goblin
Knight Dart Goblin
Dart Goblin Monk
Dart Goblin
Dart Goblin Witch
Dart Goblin
Monk
Dart Goblin Monk
Dart Goblin Witch Monk
Giant Skeleton Monk
Monk
Monk
Witch
Witch
Dart Goblin Witch Monk
Witch Monk
Dart Goblin
Dart Goblin Witch
Dart Goblin Guards Witch
Dart Goblin
Monk
Giant Skeleton
Monk
Dart Goblin Guards Witch
Dart Goblin Witch Monk
Knight Dart Goblin
Dart Goblin
Monk Giant Skeleton
Dart Goblin
Dart Goblin Guards Witch Giant Skeleton
Dart Goblin Witch
Dart Goblin Witch Giant Skeleton Monk
Dart Goblin Monk

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