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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of 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!
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.

Ice Wizard Magic Archer

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Giant Skeleton Ice Wizard Magic Archer

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.

Arrows Fireball Goblin Curse Rage

Pump responses

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

Fireball

Dropped at the bridge

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

Giant Skeleton Magic Archer

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.

Giant Skeleton Magic Archer

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 Curse Giant Skeleton
Giant Snowball
Goblin Curse
Zap
Goblin Curse
Barbarian Barrel
Goblin Cage Goblin Curse Giant Skeleton Ice Wizard Magic Archer
The Log
Goblin Cage Goblin Curse Giant Skeleton
Earthquake
Goblin Cage
Arrows
Goblin Curse
Royal Delivery
Goblin Cage Giant Skeleton Ice Wizard Magic Archer
Fireball
Goblin Cage Ice Wizard Magic Archer
Poison
Goblin Cage Goblin Curse Ice Wizard Magic Archer
Lightning
Goblin Cage Ice Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Ice Wizard Magic Archer

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.

Arrows Goblin Curse Rage Giant Skeleton Ice Wizard

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.

Fireball

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.

Fireball Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Arrows Ice Wizard Fireball Goblin Cage Magic Archer Giant Skeleton

Shortest cycle

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

10 Goblin Curse Rage Arrows Ice Wizard

Attack Synergies 2 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.

Arrows
Fireball Goblin Curse Giant Skeleton
Fireball
Arrows Goblin Curse Magic Archer
Goblin Cage
Giant Skeleton Magic Archer
Goblin Curse
Arrows Fireball Magic Archer
Rage
Giant Skeleton
Giant Skeleton
Arrows Goblin Cage Rage Ice Wizard Magic Archer
Ice Wizard
Giant Skeleton
Magic Archer
Fireball Goblin Cage Goblin Curse Giant Skeleton

Defense Synergies 0 9

Arrows
Fireball Giant Skeleton Ice Wizard
Fireball
Arrows Goblin Cage Ice Wizard
Goblin Cage
Fireball Ice Wizard Magic Archer
Goblin Curse
Rage
Giant Skeleton
Arrows Ice Wizard Magic Archer
Ice Wizard
Arrows Fireball Goblin Cage Giant Skeleton
Magic Archer
Goblin Cage Giant Skeleton

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.

Fireball Goblin Cage Magic Archer
Goblin Cage Goblin Curse Ice Wizard
Goblin Cage Goblin Curse Giant Skeleton Ice Wizard
Goblin Cage Goblin Curse Ice Wizard
Arrows Fireball Goblin Cage Giant Skeleton
Arrows Fireball Ice Wizard Magic Archer
Arrows Fireball Goblin Cage Goblin Curse Ice Wizard Magic Archer
Arrows Fireball Goblin Cage Giant Skeleton Magic Archer
Goblin Cage Goblin Curse Ice Wizard
Giant Skeleton Ice Wizard
Goblin Curse Ice Wizard Arrows Fireball Giant Skeleton Magic Archer
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Goblin Cage Fireball Goblin Curse Giant Skeleton Ice Wizard
Fireball Arrows Goblin Cage Goblin Curse Magic Archer
Goblin Cage Goblin Curse
Fireball Goblin Cage Goblin Curse
Arrows Fireball Goblin Cage
Arrows Fireball Goblin Cage Ice Wizard Magic Archer
Arrows Goblin Cage Fireball Goblin Curse Giant Skeleton Ice Wizard Magic Archer
Goblin Cage Goblin Curse
Arrows Fireball Goblin Curse Giant Skeleton

Counters to secondary win conditions

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

Fireball Goblin Cage Giant Skeleton
Fireball Arrows Magic Archer
Giant Skeleton Goblin Cage
Giant Skeleton Fireball Goblin Cage
Giant Skeleton Goblin Cage Goblin Curse
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Fireball Goblin Cage Giant Skeleton Ice Wizard
Giant Skeleton Goblin Cage Goblin Curse
Goblin Cage Giant Skeleton Fireball Magic Archer
Goblin Cage Goblin Curse
Goblin Cage Giant Skeleton
Arrows Fireball Goblin Cage Giant Skeleton
Giant Skeleton Fireball Goblin Cage Goblin Curse
Fireball Goblin Cage Goblin Curse Magic Archer
Fireball Goblin Cage Giant Skeleton Magic Archer
Arrows Fireball Goblin Cage Goblin Curse Giant Skeleton Ice Wizard Magic Archer
Arrows Fireball Goblin Cage Ice Wizard

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.)

Fireball Magic Archer Arrows Giant Skeleton
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Arrows Fireball Giant Skeleton Magic Archer
Arrows Fireball Giant Skeleton
Fireball Arrows Goblin Curse Magic Archer
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Arrows Fireball
Fireball
Arrows Fireball Magic Archer
Fireball Arrows Goblin Curse Magic Archer
Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Magic Archer Arrows Fireball
Arrows Fireball
Arrows Fireball Magic Archer
Arrows Fireball Goblin Curse Magic Archer
Fireball Giant Skeleton Magic Archer
Arrows Fireball
Arrows Fireball
Arrows Goblin Curse Fireball Ice Wizard Magic Archer
Arrows Fireball Ice Wizard Magic Archer
Fireball Arrows Magic Archer
Fireball Arrows Goblin Curse Magic Archer
Arrows Fireball Goblin Curse Ice Wizard Magic Archer
Fireball
Fireball
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Giant Skeleton
Arrows Fireball Goblin Curse Magic Archer
Fireball Magic Archer
Fireball Arrows Goblin Curse Ice Wizard Magic Archer
Arrows Fireball
Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Giant Skeleton
Fireball Giant Skeleton Magic Archer
Fireball Magic Archer
Fireball Giant Skeleton Magic Archer
Fireball

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