My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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

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.

Royal Giant Dark Prince Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Gang Royal Giant Elite Barbarians Dark Prince 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 Royal Giant Elite Barbarians 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.

Elite Barbarians Dark Prince

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 Royal Giant Elite Barbarians Skeleton Army Dark Prince
Giant Snowball
Goblin Gang Skeleton Army
Zap
Goblin Gang Royal Giant Skeleton Army Dark Prince
Barbarian Barrel
Goblin Gang Elite Barbarians Skeleton Army Dark Prince
The Log
Goblin Gang Royal Giant Elite Barbarians Skeleton Army Dark Prince
Earthquake
Goblin Gang Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Elite Barbarians Skeleton Army Dark Prince
Fireball
Goblin Gang Elite Barbarians Skeleton Army
Poison
Goblin Gang Skeleton Army
Lightning
Elite Barbarians Dark Prince
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Mega Knight

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 Rage Skeleton Army Dark Prince Mega Knight

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.

Royal Giant Elite Barbarians 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.

Goblin Gang

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.

Rage Arrows Goblin Gang Skeleton Army Dark Prince Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

11 Rage Arrows Goblin Gang Skeleton Army

Attack Synergies 3 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
Royal Giant Elite Barbarians Dark Prince Mega Knight
Goblin Gang
Royal Giant Dark Prince
Royal Giant
Arrows Goblin Gang Elite Barbarians Dark Prince
Elite Barbarians
Arrows Rage Royal Giant Mega Knight
Rage
Elite Barbarians Dark Prince
Skeleton Army
Dark Prince
Arrows Goblin Gang Royal Giant Rage
Mega Knight
Arrows Elite Barbarians

Defense Synergies 2 4

Arrows
Mega Knight Dark Prince
Goblin Gang
Skeleton Army Dark Prince
Royal Giant
Elite Barbarians
Dark Prince Mega Knight
Rage
Skeleton Army
Goblin Gang
Dark Prince
Elite Barbarians Arrows Goblin Gang
Mega Knight
Arrows Elite Barbarians

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.

Elite Barbarians Skeleton Army Goblin Gang Dark Prince Mega Knight
Goblin Gang Skeleton Army Mega Knight Elite Barbarians Dark Prince
Elite Barbarians Skeleton Army Goblin Gang Dark Prince Mega Knight
Arrows Elite Barbarians Skeleton Army Dark Prince Mega Knight
Arrows Goblin Gang Skeleton Army Dark Prince Mega Knight
Arrows Goblin Gang
Arrows Mega Knight
Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Dark Prince Mega Knight
Goblin Gang Skeleton Army Arrows Dark Prince Mega Knight
Arrows Goblin Gang
Skeleton Army Mega Knight Goblin Gang Elite Barbarians Dark Prince
Skeleton Army Mega Knight Arrows Goblin Gang Dark Prince
Elite Barbarians Skeleton Army Goblin Gang Mega Knight
Skeleton Army Goblin Gang Elite Barbarians Mega Knight
Mega Knight Arrows Goblin Gang Elite Barbarians Skeleton Army Dark Prince
Arrows Mega Knight Goblin Gang Elite Barbarians Skeleton Army Dark Prince
Arrows Dark Prince Mega Knight
Elite Barbarians
Goblin Gang Skeleton Army Dark Prince Mega Knight Arrows Elite Barbarians

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Elite Barbarians Dark Prince
Arrows Goblin Gang Elite Barbarians Mega Knight
Goblin Gang Skeleton Army Mega Knight Elite Barbarians Dark Prince
Goblin Gang Skeleton Army Dark Prince Mega Knight Elite Barbarians
Goblin Gang Elite Barbarians Skeleton Army Dark Prince Mega Knight
Arrows Goblin Gang
Goblin Gang Skeleton Army Dark Prince Elite Barbarians
Mega Knight Elite Barbarians Skeleton Army Dark Prince
Mega Knight Elite Barbarians Skeleton Army Dark Prince
Goblin Gang Skeleton Army
Mega Knight Elite Barbarians Dark Prince
Skeleton Army Mega Knight Arrows Elite Barbarians Dark Prince
Elite Barbarians Skeleton Army Dark Prince Mega Knight Goblin Gang
Skeleton Army Mega Knight
Goblin Gang Elite Barbarians Skeleton Army Dark Prince
Arrows Mega Knight Elite Barbarians Dark Prince
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
Arrows
Arrows
Arrows Dark Prince
Arrows Dark Prince Mega Knight
Arrows
Arrows
Arrows
Arrows
Goblin Gang Elite Barbarians
Arrows Dark Prince
Arrows
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows Mega Knight
Arrows
Arrows Dark Prince Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Dark Prince Mega Knight
Arrows
Arrows Mega Knight
Arrows
Elite Barbarians Arrows
Elite Barbarians
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Goblin Gang Skeleton Army Dark Prince
Arrows
Arrows
Goblin Gang Dark Prince Mega Knight
Arrows
Arrows
Elite Barbarians Dark Prince Mega Knight
Goblin Gang Elite Barbarians
Dark Prince Mega Knight
Mega Knight

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