My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Bad

2 problems 6 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine

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 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 Minion Horde Wizard 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.

Royal Giant Wizard Dark Prince Witch Mega Knight Skeleton King

Offensive cards

Win conditions

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

Royal 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.

Goblin Gang Royal Giant Dark Prince 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.

Goblin Gang Minion Horde Royal Giant Dark Prince Mega Knight 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.

Dark Prince

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 Minion Horde Royal Giant Dark Prince Skeleton King
Giant Snowball
Goblin Gang Minion Horde Witch Skeleton King
Zap
Goblin Gang Minion Horde Royal Giant Dark Prince Witch Skeleton King
Barbarian Barrel
Goblin Gang Wizard Dark Prince Witch Skeleton King
The Log
Goblin Gang Royal Giant Dark Prince Witch Skeleton King
Earthquake
Goblin Gang Witch Skeleton King
Arrows
Goblin Gang Minion Horde Witch Skeleton King
Royal Delivery
Goblin Gang Minion Horde Wizard Dark Prince Witch Skeleton King
Fireball
Goblin Gang Minion Horde Wizard Witch Skeleton King
Poison
Goblin Gang Minion Horde Wizard Witch Skeleton King
Lightning
Wizard Dark Prince Witch Skeleton King
Rocket
Minion Horde Wizard Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Mega Knight Skeleton King

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.

Dark Prince Mega Knight

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.

Goblin Gang Minion Horde 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Dark Prince Skeleton King Minion Horde Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

16 Goblin Gang Dark Prince Skeleton King Minion Horde

Attack Synergies 1 14

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.

Goblin Gang
Royal Giant Dark Prince Skeleton King
Minion Horde
Mega Knight Royal Giant Dark Prince
Royal Giant
Goblin Gang Minion Horde Wizard Dark Prince Witch Skeleton King
Wizard
Royal Giant Dark Prince Mega Knight
Dark Prince
Goblin Gang Minion Horde Royal Giant Wizard Witch
Witch
Royal Giant Dark Prince Mega Knight Skeleton King
Mega Knight
Minion Horde Wizard Witch
Skeleton King
Goblin Gang Royal Giant Witch

Defense Synergies 0 6

Goblin Gang
Dark Prince
Minion Horde
Royal Giant
Wizard
Dark Prince Mega Knight Skeleton King
Dark Prince
Goblin Gang Wizard Witch
Witch
Dark Prince Mega Knight
Mega Knight
Wizard Witch
Skeleton King
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.

Minion Horde Wizard
Minion Horde Goblin Gang Dark Prince Witch Mega Knight
Goblin Gang Minion Horde Witch Mega Knight Dark Prince
Minion Horde Witch Goblin Gang Dark Prince Mega Knight Skeleton King
Dark Prince Mega Knight
Goblin Gang Dark Prince Mega Knight
Minion Horde Goblin Gang Wizard Witch
Mega Knight
Minion Horde Witch Goblin Gang Skeleton King
Goblin Gang Minion Horde Dark Prince Mega Knight
Goblin Gang Minion Horde Witch Wizard Dark Prince Mega Knight Skeleton King
Minion Horde Goblin Gang Wizard Witch
Minion Horde Mega Knight Goblin Gang Wizard Dark Prince Witch
Wizard Mega Knight Goblin Gang Minion Horde Dark Prince Witch Skeleton King
Goblin Gang Minion Horde Mega Knight Skeleton King
Minion Horde Goblin Gang Mega Knight
Minion Horde Wizard Mega Knight Goblin Gang Dark Prince Witch
Mega Knight Goblin Gang Minion Horde Wizard Dark Prince Witch
Wizard Witch Dark Prince Mega Knight
Goblin Gang Wizard Dark Prince Mega Knight Minion Horde Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Dark Prince Witch
Goblin Gang Wizard Mega Knight
Goblin Gang Mega Knight Minion Horde Dark Prince Witch
Goblin Gang Dark Prince Mega Knight Minion Horde
Goblin Gang Minion Horde Dark Prince Witch Mega Knight
Wizard Goblin Gang Minion Horde Witch
Goblin Gang Dark Prince Minion Horde Witch
Mega Knight Minion Horde Dark Prince
Minion Horde Mega Knight Dark Prince Witch
Witch Goblin Gang Minion Horde
Mega Knight Minion Horde Dark Prince Witch
Mega Knight Dark Prince
Dark Prince Mega Knight Goblin Gang Minion Horde Wizard Witch Skeleton King
Wizard Minion Horde Witch Mega Knight
Goblin Gang Witch Minion Horde Dark Prince Skeleton King
Mega Knight Minion Horde Wizard Dark Prince Witch 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.)

Minion Horde
Minion Horde
Dark Prince
Wizard Minion Horde Dark Prince Mega Knight
Wizard Minion Horde Witch
Minion Horde Wizard Witch
Wizard
Wizard
Goblin Gang Minion Horde
Minion Horde Wizard Dark Prince
Wizard
Minion Horde
Minion Horde Wizard Witch
Minion Horde Wizard Mega Knight
Minion Horde
Wizard Dark Prince Mega Knight
Wizard Witch Mega Knight
Minion Horde Mega Knight
Wizard
Minion Horde
Wizard Dark Prince Witch Mega Knight
Minion Horde Witch
Wizard Witch
Wizard Witch Mega Knight
Minion Horde Wizard Witch
Minion Horde Wizard Witch
Minion Horde
Minion Horde Wizard Mega Knight
Minion Horde
Minion Horde Mega Knight
Wizard
Minion Horde Goblin Gang Dark Prince Witch
Wizard Witch
Goblin Gang Minion Horde Wizard Dark Prince Mega Knight
Wizard Skeleton King
Minion Horde Dark Prince Mega Knight
Goblin Gang Minion Horde Witch Skeleton King
Witch
Dark Prince Witch Mega Knight

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