My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Minions 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.

Archers Giant Wizard Witch

Offensive cards

Win conditions

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

Giant Goblin Barrel

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 Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant

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.

Goblin Barrel

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 Minions Giant Goblin Barrel Guards Skeleton Army
Giant Snowball
Archers Minions Goblin Barrel Guards Skeleton Army Witch
Zap
Archers Minions Goblin Barrel Guards Skeleton Army Witch
Barbarian Barrel
Archers Wizard Goblin Barrel Guards Skeleton Army Witch
The Log
Archers Goblin Barrel Guards Skeleton Army Witch
Earthquake
Archers Goblin Barrel Guards Skeleton Army Witch
Arrows
Archers Minions Goblin Barrel Guards Skeleton Army Witch
Royal Delivery
Archers Minions Wizard Goblin Barrel Guards Skeleton Army Witch
Fireball
Archers Minions Wizard Goblin Barrel Skeleton Army Witch
Poison
Archers Minions Wizard Guards Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

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

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Guards Skeleton Army

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.

Goblin Barrel Skeleton Army

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 Wizard Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Minions Goblin Barrel Guards Skeleton Army Giant Wizard Witch

Shortest cycle

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

12 Archers Minions Goblin Barrel Guards

Attack Synergies 2 6

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
Giant
Minions
Giant
Giant
Minions Goblin Barrel Archers Wizard Guards Witch
Wizard
Giant
Goblin Barrel
Giant Guards Skeleton Army
Guards
Giant Goblin Barrel
Skeleton Army
Goblin Barrel
Witch
Giant

Defense Synergies 0 8

Archers
Minions Guards Skeleton Army Witch
Minions
Archers
Giant
Wizard
Guards Skeleton Army
Goblin Barrel
Guards
Archers Wizard Skeleton Army Witch
Skeleton Army
Archers Wizard Guards
Witch
Archers Guards

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.

Minions Wizard
Skeleton Army Minions Witch
Skeleton Army Witch Archers Minions
Skeleton Army Witch Minions Guards
Skeleton Army
Skeleton Army Archers Minions Guards
Minions Archers Wizard Witch
Witch Minions Skeleton Army
Guards Skeleton Army Archers
Archers Minions Guards Skeleton Army Witch Wizard
Minions Archers Wizard Witch
Skeleton Army Minions Wizard Guards Witch
Wizard Skeleton Army Minions Guards Witch
Skeleton Army
Skeleton Army
Wizard Minions Skeleton Army Witch
Archers Minions Wizard Guards Skeleton Army Witch
Wizard Witch Archers Minions Guards
Wizard Skeleton Army Archers Minions Guards Witch

Counters to secondary win conditions

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

Guards Skeleton Army Archers Witch
Archers Wizard
Guards Skeleton Army Minions Witch
Guards Skeleton Army
Guards Skeleton Army Witch
Wizard Archers Minions Witch
Guards Skeleton Army Archers Minions Witch
Skeleton Army
Minions Skeleton Army Witch
Witch Guards Skeleton Army
Minions Guards Witch
Skeleton Army Guards
Skeleton Army Wizard Guards Witch
Wizard Archers Skeleton Army Witch
Guards Skeleton Army Witch Archers Minions
Minions Archers Wizard Witch

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.)

Guards
Guards
Wizard
Wizard Minions Witch
Archers Wizard Witch
Wizard
Wizard
Minions Guards
Wizard
Archers Wizard
Minions
Wizard Witch
Wizard
Minions
Archers Wizard
Wizard Witch
Minions
Wizard
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Archers Wizard Witch
Minions Wizard Guards Witch
Wizard
Wizard
Archers Minions Guards Skeleton Army Witch
Archers Wizard Witch
Wizard
Wizard
Minions Guards Witch
Witch
Witch
Wizard

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