My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-air splash!

You don't have a card, that attacks air 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Mega Minion Goblin Hut

Defensive buildings

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

Goblin Cage Goblin Hut

Investments

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

Skeletons Archers Knight Mega Minion Goblin Cage Giant Goblin Hut

Offensive cards

Win conditions

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

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.

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 Giant

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
Skeletons Archers Minions Giant
Giant Snowball
Skeletons Archers Minions Mega Minion Goblin Hut
Zap
Skeletons Archers Minions Goblin Hut
Barbarian Barrel
Skeletons Archers Knight Goblin Cage Goblin Hut
The Log
Skeletons Archers Goblin Cage Goblin Hut
Earthquake
Skeletons Archers Goblin Cage Goblin Hut
Arrows
Skeletons Archers Minions Goblin Hut
Royal Delivery
Skeletons Archers Knight Minions Mega Minion Goblin Cage Goblin Hut
Fireball
Archers Minions Mega Minion Goblin Cage Goblin Hut
Poison
Archers Minions Mega Minion Goblin Cage Goblin Hut
Lightning
Knight Mega Minion Goblin Cage Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

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 Mega Minion

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.

Minions

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Knight Minions Mega Minion Goblin Cage Giant Goblin Hut

Shortest cycle

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

10 Skeletons Archers Knight Minions

Attack Synergies 5 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.

Skeletons
Archers
Knight Goblin Cage Giant Goblin Hut
Knight
Archers Minions Mega Minion Goblin Hut
Minions
Knight Giant Goblin Cage
Mega Minion
Knight Giant
Goblin Cage
Archers Minions Giant Goblin Hut
Giant
Minions Mega Minion Archers Goblin Cage Goblin Hut
Goblin Hut
Archers Knight Goblin Cage Giant

Defense Synergies 4 14

Skeletons
Goblin Cage Archers Knight Minions Mega Minion Goblin Hut
Archers
Knight Skeletons Minions Mega Minion Goblin Cage Goblin Hut
Knight
Archers Minions Mega Minion Skeletons Goblin Cage Goblin Hut
Minions
Knight Skeletons Archers Goblin Cage
Mega Minion
Knight Skeletons Archers Goblin Cage Goblin Hut
Goblin Cage
Skeletons Archers Knight Minions Mega Minion
Giant
Goblin Hut
Skeletons Archers Knight Mega Minion

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 Minions Mega Minion Goblin Cage Goblin Hut
Skeletons Knight Minions Mega Minion Goblin Cage Goblin Hut
Goblin Cage Goblin Hut Skeletons Archers Knight Minions Mega Minion
Goblin Cage Goblin Hut Skeletons Knight Minions Mega Minion
Goblin Cage
Skeletons Archers Minions Mega Minion
Minions Mega Minion Archers Goblin Cage Goblin Hut
Goblin Cage
Skeletons Minions Goblin Cage Goblin Hut
Knight Skeletons Archers
Archers Minions Skeletons Knight Mega Minion Goblin Hut
Minions Mega Minion Archers Goblin Hut
Goblin Cage Goblin Hut Skeletons Knight Minions
Minions Mega Minion Goblin Cage Goblin Hut
Knight Goblin Cage Goblin Hut
Goblin Cage Goblin Hut
Skeletons Knight Minions Goblin Cage Goblin Hut
Goblin Cage Archers Knight Minions Mega Minion Goblin Hut
Goblin Cage Archers Knight Minions Mega Minion Goblin Hut
Goblin Cage Goblin Hut
Archers Knight Minions

Counters to secondary win conditions

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

Knight Skeletons Archers Goblin Cage Goblin Hut
Archers Knight Mega Minion
Skeletons Knight Minions Goblin Cage Goblin Hut
Knight Goblin Cage
Skeletons Knight Goblin Cage Goblin Hut
Skeletons Archers Minions Goblin Hut
Skeletons Archers Knight Minions Mega Minion Goblin Cage Goblin Hut
Knight Goblin Cage
Goblin Cage Skeletons Knight Minions Mega Minion Goblin Hut
Skeletons Mega Minion Goblin Cage Goblin Hut
Knight Minions Mega Minion Goblin Cage Goblin Hut
Goblin Cage
Skeletons Knight Goblin Cage
Archers Goblin Cage
Goblin Hut Skeletons Archers Knight Minions Mega Minion Goblin Cage
Minions Archers Mega Minion Goblin Cage Goblin Hut
Goblin Cage Goblin 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.)

Knight
Goblin Hut
Knight
Minions Mega Minion
Archers
Minions
Knight
Archers
Knight Goblin Hut
Minions
Goblin Hut
Goblin Hut
Goblin Hut
Minions
Archers Mega Minion
Minions
Mega Minion
Archers
Minions Mega Minion Goblin Hut
Mega Minion
Archers Minions Goblin Hut
Archers Mega Minion
Knight Mega Minion
Mega Minion
Minions

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