My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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.

Hunter

Defensive buildings

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

Barbarian Hut

Investments

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

Goblin Demolisher Barbarian Hut Hunter Bandit Golden Knight

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

Punishments

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

Bandit Golden 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.

Bandit

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.

Bandit Golden Knight

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 Demolisher Guards Bandit
Giant Snowball
Guards
Zap
Guards Bandit
Barbarian Barrel
Barbarian Hut Guards Hunter Bandit
The Log
Goblin Demolisher Barbarian Hut Guards Hunter Bandit
Earthquake
Barbarian Hut Guards
Arrows
Guards
Royal Delivery
Goblin Demolisher Guards Hunter Bandit
Fireball
Barbarian Hut Hunter Bandit
Poison
Barbarian Hut Guards Hunter
Lightning
Barbarian Hut Hunter Bandit
Rocket
Barbarian Hut Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher Hunter

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.

Goblin Demolisher Rage Guards

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.

Mirror Rage Guards Bandit Goblin Demolisher Hunter Golden Knight Barbarian Hut

Shortest cycle

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

8 Mirror Rage Guards Bandit

Attack Synergies 0 8

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 Demolisher
Bandit
Barbarian Hut
Mirror Hunter Bandit
Mirror
Barbarian Hut
Rage
Golden Knight
Guards
Bandit
Hunter
Barbarian Hut Bandit
Bandit
Goblin Demolisher Barbarian Hut Guards Hunter Golden Knight
Golden Knight
Rage Bandit

Defense Synergies 1 5

Goblin Demolisher
Bandit
Barbarian Hut
Hunter
Mirror
Hunter
Rage
Guards
Hunter
Hunter
Guards Barbarian Hut Mirror Bandit Golden Knight
Bandit
Goblin Demolisher Hunter
Golden Knight
Hunter

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.

Barbarian Hut Goblin Demolisher Golden Knight
Barbarian Hut Hunter Bandit
Barbarian Hut Hunter Bandit
Barbarian Hut Hunter Guards Bandit
Goblin Demolisher
Goblin Demolisher Guards Hunter Bandit
Hunter Barbarian Hut
Barbarian Hut Bandit Golden Knight
Barbarian Hut Hunter
Guards Hunter Bandit
Guards Goblin Demolisher Hunter Bandit
Hunter Barbarian Hut
Barbarian Hut Hunter Guards Bandit
Barbarian Hut Goblin Demolisher Guards Hunter Golden Knight
Barbarian Hut Hunter Bandit
Barbarian Hut Hunter Bandit
Barbarian Hut Hunter
Goblin Demolisher Barbarian Hut Guards Hunter Bandit Golden Knight
Hunter Goblin Demolisher Barbarian Hut Guards Bandit
Barbarian Hut Hunter
Goblin Demolisher Guards Hunter Bandit
Hunter

Counters to secondary win conditions

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

Barbarian Hut Guards Bandit
Bandit Hunter
Guards Bandit Barbarian Hut Hunter Golden Knight
Guards Hunter Barbarian Hut Bandit
Barbarian Hut Guards Hunter Bandit
Goblin Demolisher Hunter
Guards Barbarian Hut Hunter Bandit
Barbarian Hut Hunter
Barbarian Hut Bandit
Barbarian Hut Guards
Guards Hunter Golden Knight
Guards
Barbarian Hut Guards Hunter Bandit Golden Knight
Goblin Demolisher Barbarian Hut
Guards Barbarian Hut Hunter Golden Knight
Barbarian Hut Hunter Golden Knight
Barbarian Hut

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.)

Barbarian Hut Guards Bandit Golden Knight
Bandit Golden Knight
Barbarian Hut Bandit
Barbarian Hut Guards
Goblin Demolisher
Hunter
Goblin Demolisher
Goblin Demolisher Barbarian Hut Hunter
Bandit Golden Knight
Guards
Bandit Golden Knight
Barbarian Hut Hunter Bandit Golden Knight
Bandit
Barbarian Hut
Goblin Demolisher Barbarian Hut Hunter Bandit Golden Knight
Goblin Demolisher Barbarian Hut Bandit
Goblin Demolisher Hunter Bandit
Goblin Demolisher Golden Knight
Barbarian Hut
Goblin Demolisher Hunter
Hunter Bandit Golden Knight
Bandit Golden Knight
Bandit Golden Knight
Hunter
Guards
Hunter Bandit
Barbarian Hut Guards Bandit
Hunter
Hunter
Guards Golden Knight
Bandit Golden Knight

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