My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers Musketeer Goblin Hut Witch Ram Rider

Defensive buildings

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

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.

Archers Musketeer Goblin Hut Witch Electro Giant Ram Rider Sparky

Offensive cards

Win conditions

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

Electro Giant Ram Rider

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.

Elite Barbarians Electro Giant Ram Rider

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.

Elite Barbarians Electro Giant Ram Rider

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.

Elite Barbarians Ram Rider

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 Elite Barbarians Ram Rider Sparky
Giant Snowball
Archers Musketeer Goblin Hut Witch Ram Rider
Zap
Archers Goblin Hut Witch Ram Rider Sparky
Barbarian Barrel
Archers Elite Barbarians Musketeer Goblin Hut Witch Sparky
The Log
Archers Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Earthquake
Archers Goblin Hut Witch
Arrows
Archers Goblin Hut Witch
Royal Delivery
Archers Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Fireball
Archers Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Poison
Archers Musketeer Goblin Hut Witch Sparky
Lightning
Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Rocket
Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant 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.

Electro Giant 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.

Elite Barbarians

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.

Musketeer 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 Musketeer Goblin Hut Witch Ram Rider Elite Barbarians Sparky Electro Giant

Shortest cycle

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

17 Archers Musketeer Goblin Hut Witch

Attack Synergies 0 9

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
Elite Barbarians Goblin Hut Ram Rider
Elite Barbarians
Archers Sparky
Musketeer
Goblin Hut Ram Rider
Goblin Hut
Archers Musketeer Ram Rider
Witch
Ram Rider
Electro Giant
Sparky
Ram Rider
Archers Musketeer Goblin Hut Witch
Sparky
Elite Barbarians Electro Giant

Defense Synergies 0 4

Archers
Goblin Hut Witch
Elite Barbarians
Musketeer
Goblin Hut Ram Rider
Goblin Hut
Archers Musketeer
Witch
Archers
Electro Giant
Ram Rider
Musketeer
Sparky

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.

Musketeer Goblin Hut Ram Rider Sparky
Elite Barbarians Sparky Musketeer Goblin Hut Witch Ram Rider
Goblin Hut Witch Ram Rider Sparky Archers Elite Barbarians Musketeer
Elite Barbarians Goblin Hut Witch Sparky Musketeer Ram Rider
Elite Barbarians Sparky
Archers Musketeer
Musketeer Ram Rider Archers Goblin Hut Witch
Musketeer Electro Giant Ram Rider Sparky
Witch Sparky Elite Barbarians Musketeer Goblin Hut
Elite Barbarians Archers Musketeer Sparky
Archers Witch Musketeer Goblin Hut Electro Giant Ram Rider
Musketeer Archers Goblin Hut Witch Ram Rider
Goblin Hut Sparky Elite Barbarians Musketeer Witch Ram Rider
Sparky Goblin Hut Witch
Elite Barbarians Sparky Goblin Hut Ram Rider
Elite Barbarians Goblin Hut Electro Giant Ram Rider Sparky
Sparky Elite Barbarians Musketeer Goblin Hut Witch
Archers Elite Barbarians Musketeer Goblin Hut Witch Ram Rider
Witch Archers Musketeer Goblin Hut Ram Rider
Sparky Elite Barbarians Musketeer Goblin Hut Ram Rider
Archers Elite Barbarians Musketeer Witch Electro Giant Sparky
Sparky

Counters to secondary win conditions

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

Archers Elite Barbarians Goblin Hut Witch Electro Giant Sparky
Archers Elite Barbarians Musketeer
Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Elite Barbarians Musketeer Ram Rider Sparky
Elite Barbarians Musketeer Goblin Hut Witch Ram Rider Sparky
Electro Giant Archers Musketeer Goblin Hut Witch Ram Rider
Sparky Archers Elite Barbarians Musketeer Goblin Hut Witch Ram Rider
Elite Barbarians Sparky
Elite Barbarians Goblin Hut Witch Sparky
Witch Musketeer Goblin Hut Sparky
Elite Barbarians Musketeer Goblin Hut Witch Sparky
Elite Barbarians Electro Giant
Elite Barbarians Witch Ram Rider Sparky
Archers Musketeer Witch Electro Giant Sparky
Elite Barbarians Goblin Hut Witch Electro Giant Sparky Archers Musketeer
Archers Elite Barbarians Musketeer Goblin Hut Witch Electro Giant Sparky
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.)

Musketeer Sparky
Musketeer Ram Rider
Goblin Hut Sparky
Musketeer Sparky
Sparky
Electro Giant Musketeer Witch Ram Rider
Archers Musketeer Witch Sparky
Ram Rider
Ram Rider
Elite Barbarians Musketeer Sparky
Musketeer Ram Rider Sparky
Archers Musketeer
Elite Barbarians Musketeer Goblin Hut Sparky
Musketeer
Elite Barbarians Musketeer Goblin Hut Sparky
Musketeer Goblin Hut Witch Sparky
Musketeer Goblin Hut Sparky
Sparky
Sparky
Archers Musketeer Sparky
Witch Electro Giant
Musketeer Sparky
Musketeer Sparky
Musketeer
Electro Giant Witch Sparky
Witch
Musketeer Witch Ram Rider Sparky
Musketeer Witch Ram Rider Sparky
Musketeer Sparky
Elite Barbarians Archers Musketeer Witch Electro Giant Sparky
Musketeer Goblin Hut Witch Electro Giant
Elite Barbarians Sparky
Musketeer Sparky
Sparky
Sparky
Sparky
Archers Musketeer Goblin Hut Witch
Archers Musketeer Witch Ram Rider
Musketeer Sparky
Musketeer
Electro Giant Sparky
Elite Barbarians Musketeer Sparky
Electro Giant Elite Barbarians Musketeer Witch Sparky
Musketeer Witch
Musketeer Witch Electro Giant Sparky
Sparky
Sparky

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