My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Knight Goblin Cage

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 Earthquake Fireball Rocket Poison

Pump responses

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

Earthquake Fireball Rocket Poison

Dropped at the bridge

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

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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Knight Goblin Cage Guards
The Log
Goblin Cage Guards
Earthquake
Goblin Cage Guards
Arrows
Guards
Royal Delivery
Knight Goblin Cage Guards
Fireball
Goblin Cage
Poison
Goblin Cage Guards
Lightning
Knight Goblin Cage
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Fireball Rocket Poison

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 Knight Rocket Guards Poison

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Earthquake Guards Fireball Goblin Cage Poison Rocket

Shortest cycle

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

12 Arrows Knight Earthquake Guards

Attack Synergies 1 6

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 Knight Earthquake
Knight
Arrows Earthquake Fireball Poison
Earthquake
Arrows Knight Fireball
Fireball
Arrows Knight Earthquake
Goblin Cage
Rocket
Guards
Poison
Knight

Defense Synergies 0 12

Arrows
Knight Fireball
Knight
Arrows Earthquake Fireball Goblin Cage Poison
Earthquake
Knight Fireball Goblin Cage
Fireball
Arrows Knight Earthquake Goblin Cage
Goblin Cage
Knight Earthquake Fireball Guards Poison
Rocket
Guards
Goblin Cage Poison
Poison
Knight Goblin Cage Guards

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.

Earthquake Rocket Knight Fireball Goblin Cage
Knight Goblin Cage
Goblin Cage Rocket Knight
Goblin Cage Knight Guards
Arrows Earthquake Fireball Goblin Cage Rocket Poison
Arrows Fireball Earthquake Guards
Rocket Arrows Fireball Goblin Cage Poison
Earthquake Rocket Arrows Fireball Goblin Cage Poison
Goblin Cage
Knight Guards
Guards Poison Arrows Knight Earthquake Fireball
Arrows Fireball Poison
Goblin Cage Knight Earthquake Fireball Rocket Guards
Fireball Rocket Arrows Earthquake Goblin Cage Guards Poison
Knight Goblin Cage
Rocket Fireball Goblin Cage
Arrows Knight Fireball Goblin Cage Poison
Arrows Fireball Goblin Cage Knight Guards
Arrows Earthquake Goblin Cage Poison Knight Fireball Guards
Goblin Cage
Arrows Knight Earthquake Fireball Guards Poison
Guards

Counters to secondary win conditions

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

Knight Guards Fireball Goblin Cage
Fireball Poison Arrows Knight Rocket
Guards Knight Goblin Cage Rocket
Rocket Guards Knight Fireball Goblin Cage
Knight Goblin Cage Guards
Arrows Fireball Rocket Poison
Rocket Guards Knight Fireball Goblin Cage
Knight Goblin Cage
Goblin Cage Rocket Knight Fireball Poison
Goblin Cage Guards
Knight Goblin Cage Guards
Rocket Arrows Fireball Goblin Cage Guards Poison
Rocket Knight Fireball Goblin Cage Guards
Fireball Goblin Cage
Guards Knight Fireball Goblin Cage Rocket Poison
Arrows Poison Earthquake Fireball Goblin Cage
Arrows Fireball Goblin Cage

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.)

Earthquake Fireball Poison Arrows Knight Rocket Guards
Arrows Fireball Poison
Earthquake Rocket Arrows Fireball Poison
Earthquake Arrows Knight Fireball Rocket Guards Poison
Fireball Rocket Poison Arrows Earthquake
Arrows Fireball Poison Rocket
Arrows Earthquake Poison
Arrows Earthquake Fireball Poison
Arrows Fireball Poison
Rocket Fireball Guards Poison
Rocket Poison Arrows Knight Earthquake Fireball
Fireball Poison Arrows Rocket
Earthquake Rocket Poison Knight Fireball
Earthquake Arrows Fireball Rocket Poison
Earthquake Arrows Fireball Poison
Earthquake Rocket Arrows Fireball Poison
Earthquake Arrows Fireball Rocket Poison
Arrows Earthquake Fireball Rocket Poison
Rocket
Rocket Arrows Earthquake Fireball Poison
Rocket Arrows Earthquake Fireball Poison
Rocket Earthquake Fireball Poison
Rocket Arrows Fireball Poison
Rocket
Earthquake Rocket Arrows Fireball Poison
Arrows Earthquake Poison Fireball
Arrows Fireball Poison Earthquake
Fireball Arrows Poison
Fireball Rocket Poison Arrows
Poison Arrows Fireball
Rocket Fireball Guards Poison
Fireball
Poison Arrows Earthquake Fireball Rocket
Rocket Arrows Fireball Poison
Rocket Arrows Earthquake Fireball Poison
Earthquake Fireball Rocket Guards
Fireball Rocket Poison Arrows
Arrows Fireball
Fireball Poison Knight Rocket
Arrows Earthquake Fireball Poison
Rocket Arrows Fireball Poison
Fireball Rocket Guards Poison
Fireball Rocket Poison
Poison Fireball Rocket
Fireball Rocket
Poison

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