My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Goblin Gang Witch Inferno 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.

Elixir Golem Rune Giant Witch Inferno Dragon Sparky Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Elixir Golem Mega Knight

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 Elixir Golem Rune Giant Mega Knight

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 Gang Elixir Golem Inferno Dragon Sparky
Giant Snowball
Goblin Gang Witch Inferno Dragon
Zap
Goblin Gang Witch Inferno Dragon Sparky
Barbarian Barrel
Goblin Gang Elixir Golem Witch Sparky
The Log
Goblin Gang Elixir Golem Witch Sparky
Earthquake
Goblin Gang Elixir Golem Witch
Arrows
Goblin Gang Witch
Royal Delivery
Goblin Gang Elixir Golem Witch Inferno Dragon Sparky
Fireball
Goblin Gang Elixir Golem Witch Inferno Dragon Sparky
Poison
Goblin Gang Elixir Golem Witch Sparky
Lightning
Witch Inferno Dragon Sparky
Rocket
Witch Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky Mega Knight

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.

Arrows Elixir Golem Rune Giant Inferno Dragon Sparky Mega Knight

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Elixir Golem Rune Giant Inferno Dragon Witch Sparky Mega Knight

Shortest cycle

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

13 Arrows Goblin Gang Elixir Golem Rune Giant

Attack Synergies 2 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.

Arrows
Sparky Elixir Golem Mega Knight
Goblin Gang
Elixir Golem Sparky
Elixir Golem
Arrows Goblin Gang Witch Inferno Dragon Sparky
Rune Giant
Witch
Elixir Golem Mega Knight
Inferno Dragon
Mega Knight Elixir Golem
Sparky
Arrows Goblin Gang Elixir Golem
Mega Knight
Inferno Dragon Arrows Witch

Defense Synergies 1 5

Arrows
Mega Knight Sparky
Goblin Gang
Inferno Dragon Sparky
Elixir Golem
Rune Giant
Witch
Mega Knight
Inferno Dragon
Goblin Gang Mega Knight
Sparky
Arrows Goblin Gang
Mega Knight
Arrows Witch Inferno Dragon

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.

Sparky
Inferno Dragon Sparky Goblin Gang Witch Mega Knight
Goblin Gang Witch Sparky Mega Knight Inferno Dragon
Witch Inferno Dragon Sparky Goblin Gang Mega Knight
Arrows Sparky Mega Knight
Arrows Goblin Gang Mega Knight
Inferno Dragon Arrows Goblin Gang Witch
Arrows Sparky Mega Knight
Witch Inferno Dragon Sparky Goblin Gang
Goblin Gang Sparky Mega Knight
Goblin Gang Witch Arrows Mega Knight
Arrows Inferno Dragon Goblin Gang Witch
Sparky Mega Knight Goblin Gang Witch
Sparky Mega Knight Arrows Goblin Gang Witch
Inferno Dragon Sparky Goblin Gang Mega Knight
Goblin Gang Inferno Dragon Sparky Mega Knight
Sparky Mega Knight Arrows Goblin Gang Witch
Arrows Mega Knight Goblin Gang Witch
Arrows Witch Inferno Dragon Mega Knight
Sparky Inferno Dragon
Goblin Gang Mega Knight Arrows Witch Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch Sparky
Arrows Goblin Gang Inferno Dragon Mega Knight
Goblin Gang Mega Knight Witch Sparky
Goblin Gang Mega Knight Sparky
Goblin Gang Witch Inferno Dragon Sparky Mega Knight
Arrows Goblin Gang Witch
Goblin Gang Sparky Witch
Mega Knight Inferno Dragon Sparky
Mega Knight Witch Inferno Dragon Sparky
Witch Goblin Gang Inferno Dragon Sparky
Inferno Dragon Mega Knight Witch Sparky
Mega Knight Arrows
Mega Knight Goblin Gang Witch Sparky
Witch Sparky Mega Knight
Goblin Gang Witch Sparky Inferno Dragon
Arrows Mega Knight Witch Inferno Dragon Sparky
Arrows

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.)

Arrows Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky Mega Knight
Arrows Witch
Arrows Witch Sparky
Arrows
Arrows
Goblin Gang Sparky
Arrows Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Witch Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Sparky
Arrows Sparky Mega Knight
Arrows Witch Mega Knight
Sparky Mega Knight
Arrows
Sparky
Arrows
Arrows Witch Sparky Mega Knight
Witch Inferno Dragon
Arrows Witch Sparky
Arrows Witch Sparky Mega Knight
Arrows Sparky
Arrows Witch Sparky
Witch
Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Sparky Mega Knight
Arrows Sparky
Goblin Gang Witch
Arrows Witch
Arrows
Goblin Gang Sparky Mega Knight
Arrows
Arrows Sparky
Sparky Mega Knight
Goblin Gang Witch Sparky
Witch
Witch Sparky Mega Knight
Inferno Dragon Sparky
Sparky Mega Knight

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