My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Dart Goblin Electro Wizard Magic Archer

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 Royal Giant Electro Wizard Magic Archer Sparky 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

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 Royal Giant Dart Goblin Magic Archer 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.

Electro Wizard 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
Goblin Gang Royal Giant Sparky Skeleton King
Giant Snowball
Goblin Gang Dart Goblin Skeleton King
Zap
Goblin Gang Royal Giant Dart Goblin Sparky Skeleton King
Barbarian Barrel
Knight Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
The Log
Goblin Gang Royal Giant Dart Goblin Sparky Skeleton King
Earthquake
Goblin Gang Skeleton King
Arrows
Goblin Gang Dart Goblin Skeleton King
Royal Delivery
Knight Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
Fireball
Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
Poison
Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
Lightning
Knight Electro Wizard Magic Archer Sparky Skeleton King
Rocket
Magic Archer Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer Sparky 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.

Knight 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.

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 Dart Goblin Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Gang Dart Goblin Electro Wizard Magic Archer Skeleton King Royal Giant Sparky

Shortest cycle

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

13 Knight Goblin Gang Dart Goblin Electro Wizard

Attack Synergies 3 15

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 Dart Goblin Electro Wizard Magic Archer Sparky
Goblin Gang
Knight Royal Giant Dart Goblin Sparky Skeleton King
Royal Giant
Dart Goblin Goblin Gang Electro Wizard Magic Archer Sparky Skeleton King
Dart Goblin
Knight Royal Giant Goblin Gang Sparky Skeleton King
Electro Wizard
Knight Royal Giant Magic Archer Sparky
Magic Archer
Knight Royal Giant Electro Wizard
Sparky
Knight Goblin Gang Royal Giant Dart Goblin Electro Wizard
Skeleton King
Goblin Gang Royal Giant Dart Goblin

Defense Synergies 4 8

Knight
Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky
Goblin Gang
Knight Dart Goblin Electro Wizard Magic Archer Sparky
Royal Giant
Dart Goblin
Knight Goblin Gang Electro Wizard Magic Archer
Electro Wizard
Knight Goblin Gang Dart Goblin Magic Archer
Magic Archer
Knight Goblin Gang Dart Goblin Electro Wizard
Sparky
Knight Goblin Gang
Skeleton King

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 Electro Wizard Magic Archer Sparky
Sparky Knight Goblin Gang Dart Goblin Electro Wizard
Goblin Gang Sparky Knight Dart Goblin Electro Wizard
Sparky Knight Goblin Gang Dart Goblin Electro Wizard Skeleton King
Sparky
Goblin Gang Dart Goblin Electro Wizard Magic Archer
Dart Goblin Electro Wizard Goblin Gang Magic Archer
Dart Goblin Electro Wizard Magic Archer Sparky
Sparky Goblin Gang Skeleton King
Knight Goblin Gang Dart Goblin Electro Wizard Sparky
Goblin Gang Dart Goblin Electro Wizard Knight Magic Archer Skeleton King
Goblin Gang Dart Goblin Electro Wizard Magic Archer
Sparky Knight Goblin Gang Electro Wizard
Sparky Goblin Gang Dart Goblin Electro Wizard Magic Archer Skeleton King
Sparky Knight Goblin Gang Electro Wizard Skeleton King
Goblin Gang Electro Wizard Sparky
Sparky Knight Goblin Gang Electro Wizard
Knight Goblin Gang Dart Goblin Electro Wizard Magic Archer
Knight Dart Goblin Electro Wizard Magic Archer
Sparky Dart Goblin Electro Wizard
Goblin Gang Knight Dart Goblin Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Electro Wizard Sparky
Electro Wizard Knight Goblin Gang Magic Archer
Goblin Gang Knight Electro Wizard Sparky
Goblin Gang Knight Electro Wizard Sparky
Knight Goblin Gang Sparky
Goblin Gang Dart Goblin Electro Wizard Magic Archer
Goblin Gang Sparky Knight Dart Goblin Electro Wizard
Knight Sparky
Electro Wizard Knight Magic Archer Sparky
Goblin Gang Dart Goblin Sparky
Knight Dart Goblin Sparky
Electro Wizard
Knight Goblin Gang Sparky Skeleton King
Dart Goblin Magic Archer Sparky
Goblin Gang Electro Wizard Sparky Knight Dart Goblin Magic Archer Skeleton King
Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
Electro 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.)

Magic Archer Knight Dart Goblin Sparky
Dart Goblin Electro Wizard Magic Archer
Dart Goblin Magic Archer Sparky
Knight Dart Goblin Sparky
Magic Archer Sparky
Dart Goblin Magic Archer
Dart Goblin Magic Archer Sparky
Dart Goblin Magic Archer
Dart Goblin
Goblin Gang Electro Wizard Sparky
Knight Dart Goblin Electro Wizard Magic Archer Sparky
Dart Goblin Magic Archer
Knight Dart Goblin Magic Archer Sparky
Dart Goblin Magic Archer
Dart Goblin Magic Archer Sparky
Dart Goblin Magic Archer Sparky
Magic Archer Dart Goblin Sparky
Sparky
Sparky
Dart Goblin Electro Wizard Magic Archer Sparky
Dart Goblin Magic Archer
Magic Archer Sparky
Sparky
Magic Archer Sparky
Dart Goblin Electro Wizard Magic Archer Sparky
Magic Archer Sparky
Dart Goblin Magic Archer Sparky
Dart Goblin Electro Wizard Magic Archer Sparky
Electro Wizard Dart Goblin
Sparky
Dart Goblin Magic Archer Sparky
Electro Wizard Magic Archer Sparky
Sparky
Magic Archer Sparky
Electro Wizard Goblin Gang Dart Goblin Magic Archer
Dart Goblin Electro Wizard Magic Archer
Knight Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky
Dart Goblin Magic Archer Skeleton King
Sparky
Dart Goblin Sparky
Goblin Gang Dart Goblin Electro Wizard Magic Archer Sparky Skeleton King
Dart Goblin Electro Wizard Magic Archer
Dart Goblin Electro Wizard Magic Archer Sparky
Sparky
Dart Goblin Sparky

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