My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Wizard

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 Wizard Dark Prince Mega Knight Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Freeze

Punishments

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

Goblin Gang Elixir Golem Dark Prince Mega Knight Golden 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 Dark Prince Mega Knight

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.

Dark Prince Golden 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 Dark Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Dark Prince
Barbarian Barrel
Goblin Gang Elixir Golem Wizard Dark Prince
The Log
Goblin Gang Elixir Golem Dark Prince
Earthquake
Goblin Gang Elixir Golem
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Elixir Golem Wizard Dark Prince
Fireball
Goblin Gang Elixir Golem Wizard
Poison
Goblin Gang Elixir Golem Wizard
Lightning
Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince Freeze 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 Dark Prince Freeze 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 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.

Bad

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 Dark Prince Freeze Golden Knight Wizard Mega Knight

Shortest cycle

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

13 Arrows Goblin Gang Elixir Golem Dark Prince

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.

Arrows
Elixir Golem Dark Prince Freeze Mega Knight
Goblin Gang
Elixir Golem Dark Prince
Elixir Golem
Arrows Goblin Gang Wizard
Wizard
Elixir Golem Dark Prince Mega Knight
Dark Prince
Arrows Goblin Gang Wizard
Freeze
Arrows
Mega Knight
Arrows Wizard
Golden Knight

Defense Synergies 1 8

Arrows
Mega Knight Dark Prince Golden Knight
Goblin Gang
Dark Prince
Elixir Golem
Wizard
Dark Prince Freeze Mega Knight Golden Knight
Dark Prince
Arrows Goblin Gang Wizard
Freeze
Wizard Mega Knight
Mega Knight
Arrows Wizard Freeze
Golden Knight
Arrows Wizard

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 Golden Knight
Goblin Gang Dark Prince Mega Knight
Goblin Gang Mega Knight Dark Prince Freeze
Goblin Gang Dark Prince Mega Knight
Arrows Dark Prince Mega Knight
Arrows Goblin Gang Freeze Dark Prince Mega Knight
Arrows Goblin Gang Wizard Freeze
Arrows Mega Knight Golden Knight
Goblin Gang
Goblin Gang Dark Prince Mega Knight
Goblin Gang Arrows Wizard Dark Prince Freeze Mega Knight
Arrows Goblin Gang Wizard
Mega Knight Goblin Gang Wizard Dark Prince Freeze
Wizard Mega Knight Arrows Goblin Gang Dark Prince Freeze Golden Knight
Goblin Gang Mega Knight
Goblin Gang Freeze Mega Knight
Wizard Mega Knight Arrows Goblin Gang Dark Prince
Arrows Mega Knight Goblin Gang Wizard Dark Prince Golden Knight
Arrows Wizard Freeze Dark Prince Mega Knight
Goblin Gang Wizard Dark Prince Mega Knight Arrows

Counters to secondary win conditions

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

Goblin Gang Mega Knight Dark Prince
Arrows Goblin Gang Wizard Mega Knight
Goblin Gang Mega Knight Dark Prince Golden Knight
Goblin Gang Dark Prince Mega Knight
Goblin Gang Dark Prince Mega Knight
Arrows Wizard Goblin Gang Freeze
Goblin Gang Dark Prince
Mega Knight Dark Prince
Freeze Mega Knight Dark Prince
Goblin Gang
Mega Knight Dark Prince Golden Knight
Mega Knight Arrows Dark Prince
Dark Prince Mega Knight Goblin Gang Wizard Golden Knight
Wizard Mega Knight
Goblin Gang Dark Prince Freeze Golden Knight
Arrows Mega Knight Wizard Dark Prince Freeze Golden Knight
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 Freeze Golden Knight
Arrows Golden Knight
Arrows
Arrows Dark Prince Freeze
Wizard Arrows Dark Prince Mega Knight
Arrows Wizard Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Wizard Golden Knight
Goblin Gang
Arrows Wizard Dark Prince Golden Knight
Arrows Wizard
Golden Knight
Arrows Freeze
Arrows
Arrows Wizard Golden Knight
Arrows Wizard Mega Knight
Arrows Freeze
Arrows Wizard Dark Prince Mega Knight
Arrows Wizard Mega Knight Golden Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Freeze Wizard Dark Prince Mega Knight
Arrows Wizard Golden Knight
Arrows Wizard Mega Knight Golden Knight
Arrows Golden Knight
Arrows Wizard
Wizard Freeze
Arrows Wizard Mega Knight
Arrows Freeze
Mega Knight
Arrows Wizard
Goblin Gang Dark Prince Freeze
Arrows Wizard
Freeze
Arrows
Goblin Gang Wizard Dark Prince Mega Knight
Arrows Wizard
Arrows
Dark Prince Mega Knight
Goblin Gang Freeze Golden Knight
Dark Prince Freeze Mega Knight Golden Knight
Wizard Mega Knight

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