My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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.

Archers Goblin Gang Wizard Baby Dragon

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.

Archers Wizard Baby Dragon Giant Skeleton Sparky

Offensive cards

Win conditions

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

Royal Hogs

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 Hogs

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 Barbarians Royal Hogs Baby Dragon 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.

Royal Hogs Giant Skeleton

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
Archers Goblin Gang Royal Hogs Giant Skeleton Sparky
Giant Snowball
Archers Goblin Gang Barbarians Royal Hogs Baby Dragon
Zap
Archers Goblin Gang Royal Hogs Sparky
Barbarian Barrel
Archers Goblin Gang Barbarians Wizard Royal Hogs Giant Skeleton Sparky
The Log
Archers Goblin Gang Barbarians Royal Hogs Giant Skeleton Sparky
Earthquake
Archers Goblin Gang Barbarians Royal Hogs
Arrows
Archers Goblin Gang Royal Hogs
Royal Delivery
Archers Goblin Gang Barbarians Wizard Royal Hogs Baby Dragon Giant Skeleton Sparky
Fireball
Archers Goblin Gang Barbarians Wizard Royal Hogs Baby Dragon Sparky
Poison
Archers Goblin Gang Barbarians Wizard Royal Hogs Sparky
Lightning
Wizard Baby Dragon Sparky
Rocket
Barbarians Wizard Royal Hogs Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Sparky

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.

Baby Dragon Giant Skeleton Sparky

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 Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Goblin Gang Baby Dragon Barbarians Wizard Royal Hogs Giant Skeleton Sparky

Shortest cycle

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

15 Archers Goblin Gang Baby Dragon Barbarians

Attack Synergies 0 13

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.

Archers
Royal Hogs Baby Dragon Giant Skeleton
Goblin Gang
Royal Hogs Baby Dragon Giant Skeleton Sparky
Barbarians
Wizard
Royal Hogs Giant Skeleton Sparky
Royal Hogs
Archers Goblin Gang Wizard
Baby Dragon
Archers Goblin Gang Giant Skeleton Sparky
Giant Skeleton
Archers Goblin Gang Wizard Baby Dragon Sparky
Sparky
Goblin Gang Wizard Baby Dragon Giant Skeleton

Defense Synergies 0 8

Archers
Goblin Gang Baby Dragon Giant Skeleton
Goblin Gang
Archers Barbarians Giant Skeleton Sparky
Barbarians
Goblin Gang
Wizard
Giant Skeleton
Royal Hogs
Baby Dragon
Archers Giant Skeleton
Giant Skeleton
Archers Goblin Gang Wizard Baby Dragon
Sparky
Goblin Gang

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.

Wizard Baby Dragon Sparky
Barbarians Sparky Goblin Gang
Goblin Gang Barbarians Sparky Archers Giant Skeleton
Barbarians Sparky Goblin Gang
Barbarians Giant Skeleton Sparky
Goblin Gang Archers Baby Dragon
Archers Goblin Gang Wizard Baby Dragon
Barbarians Baby Dragon Giant Skeleton Sparky
Barbarians Sparky Goblin Gang
Goblin Gang Archers Barbarians Giant Skeleton Sparky
Archers Goblin Gang Barbarians Wizard Baby Dragon Giant Skeleton
Archers Goblin Gang Wizard Baby Dragon
Barbarians Sparky Goblin Gang Wizard Giant Skeleton
Wizard Sparky Goblin Gang Barbarians Baby Dragon
Barbarians Sparky Goblin Gang
Barbarians Goblin Gang Sparky
Barbarians Wizard Sparky Goblin Gang
Archers Goblin Gang Barbarians Wizard Baby Dragon
Wizard Baby Dragon Archers Barbarians Giant Skeleton
Barbarians Sparky
Goblin Gang Wizard Archers Barbarians Baby Dragon Giant Skeleton Sparky
Sparky

Counters to secondary win conditions

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

Goblin Gang Barbarians Archers Giant Skeleton Sparky
Archers Goblin Gang Wizard Baby Dragon
Goblin Gang Barbarians Giant Skeleton Sparky
Goblin Gang Giant Skeleton Barbarians Sparky
Barbarians Giant Skeleton Goblin Gang Sparky
Wizard Archers Goblin Gang Baby Dragon
Goblin Gang Sparky Archers Barbarians Giant Skeleton
Giant Skeleton Barbarians Sparky
Giant Skeleton Barbarians Baby Dragon Sparky
Goblin Gang Barbarians Sparky
Barbarians Giant Skeleton Sparky
Barbarians Giant Skeleton
Barbarians Giant Skeleton Goblin Gang Wizard Sparky
Wizard Archers Barbarians Baby Dragon Sparky
Goblin Gang Barbarians Sparky Archers Baby Dragon Giant Skeleton
Archers Barbarians Wizard Baby Dragon Giant Skeleton Sparky

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.)

Baby Dragon Giant Skeleton Sparky
Baby Dragon
Baby Dragon Giant Skeleton Sparky
Barbarians Giant Skeleton Sparky
Wizard Baby Dragon Sparky
Wizard Baby Dragon
Archers Wizard Baby Dragon Sparky
Wizard Baby Dragon
Wizard
Goblin Gang Sparky
Wizard Sparky
Archers Wizard Baby Dragon
Baby Dragon Sparky
Baby Dragon
Baby Dragon Sparky
Wizard Baby Dragon Sparky
Wizard Baby Dragon Sparky
Sparky
Sparky
Archers Wizard Baby Dragon Sparky
Wizard Baby Dragon
Baby Dragon Giant Skeleton Sparky
Wizard
Sparky
Barbarians Baby Dragon
Wizard Baby Dragon Sparky
Wizard Baby Dragon Sparky
Wizard Baby Dragon Sparky
Baby Dragon Sparky
Archers Wizard Baby Dragon Sparky
Wizard
Sparky
Wizard Sparky
Sparky
Giant Skeleton Sparky
Wizard Sparky
Archers Goblin Gang Barbarians
Archers Wizard Baby Dragon
Goblin Gang Wizard Baby Dragon Sparky
Wizard Baby Dragon
Giant Skeleton Sparky
Sparky
Goblin Gang Baby Dragon Giant Skeleton Sparky
Baby Dragon Giant Skeleton Sparky
Sparky
Wizard Sparky

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