My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

2 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 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 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 Electro Wizard Mother Witch

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.

Knight Fisherman Electro Wizard Mother Witch

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

Punishments

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

Goblin Gang

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.

Knight Goblin Gang

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.

Electro Wizard

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 Guards Skeleton Army Fisherman
Giant Snowball
Goblin Gang Guards Skeleton Army Fisherman
Zap
Goblin Gang Guards Skeleton Army Fisherman
Barbarian Barrel
Knight Goblin Gang Guards Skeleton Army Electro Wizard
The Log
Goblin Gang Guards Skeleton Army Fisherman
Earthquake
Goblin Gang Guards Skeleton Army
Arrows
Goblin Gang Guards Skeleton Army
Royal Delivery
Knight Goblin Gang Guards Skeleton Army Fisherman Electro Wizard Mother Witch
Fireball
Goblin Gang Skeleton Army Fisherman Electro Wizard Mother Witch
Poison
Goblin Gang Guards Skeleton Army Fisherman Electro Wizard Mother Witch
Lightning
Knight Fisherman Electro Wizard Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Knight Guards Skeleton Army Mother Witch

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.

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 Electro 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.

Arrows Knight Goblin Gang Guards Skeleton Army Fisherman Electro Wizard Mother Witch

Shortest cycle

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

12 Arrows Knight Goblin Gang Guards

Attack Synergies 1 4

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
Knight Mother Witch
Knight
Goblin Gang Arrows Electro Wizard Mother Witch
Goblin Gang
Knight
Guards
Skeleton Army
Fisherman
Electro Wizard
Knight
Mother Witch
Arrows Knight

Defense Synergies 3 14

Arrows
Knight Mother Witch
Knight
Goblin Gang Electro Wizard Arrows Skeleton Army Fisherman Mother Witch
Goblin Gang
Knight Guards Skeleton Army Fisherman Electro Wizard
Guards
Fisherman Goblin Gang Skeleton Army Electro Wizard Mother Witch
Skeleton Army
Knight Goblin Gang Guards Electro Wizard
Fisherman
Guards Knight Goblin Gang Mother Witch
Electro Wizard
Knight Goblin Gang Guards Skeleton Army
Mother Witch
Arrows Knight Guards Fisherman

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.

Knight Electro Wizard
Skeleton Army Knight Goblin Gang Fisherman Electro Wizard
Goblin Gang Skeleton Army Fisherman Knight Electro Wizard
Skeleton Army Knight Goblin Gang Guards Fisherman Electro Wizard
Arrows Skeleton Army
Arrows Goblin Gang Skeleton Army Guards Electro Wizard Mother Witch
Electro Wizard Arrows Goblin Gang
Arrows Electro Wizard
Goblin Gang Skeleton Army Fisherman
Knight Goblin Gang Guards Skeleton Army Fisherman Electro Wizard
Goblin Gang Guards Skeleton Army Electro Wizard Mother Witch Arrows Knight Fisherman
Arrows Goblin Gang Electro Wizard
Skeleton Army Knight Goblin Gang Guards Electro Wizard
Skeleton Army Arrows Goblin Gang Guards Electro Wizard
Skeleton Army Knight Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Fisherman Electro Wizard
Arrows Knight Goblin Gang Skeleton Army Fisherman Electro Wizard
Arrows Knight Goblin Gang Guards Skeleton Army Fisherman Electro Wizard
Arrows Knight Guards Fisherman Electro Wizard Mother Witch
Fisherman Electro Wizard
Goblin Gang Skeleton Army Arrows Knight Guards Fisherman Electro Wizard Mother Witch

Counters to secondary win conditions

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

Knight Goblin Gang Guards Skeleton Army Fisherman Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Fisherman
Goblin Gang Guards Skeleton Army Knight Fisherman Electro Wizard
Goblin Gang Guards Skeleton Army Knight Fisherman Electro Wizard
Knight Goblin Gang Guards Skeleton Army Fisherman
Arrows Mother Witch Goblin Gang Electro Wizard
Goblin Gang Guards Skeleton Army Knight Electro Wizard
Knight Skeleton Army Fisherman
Electro Wizard Knight Skeleton Army
Goblin Gang Guards Skeleton Army
Knight Guards
Skeleton Army Arrows Guards Electro Wizard
Skeleton Army Knight Goblin Gang Guards
Skeleton Army
Goblin Gang Guards Skeleton Army Electro Wizard Knight Fisherman
Arrows Electro Wizard Mother Witch
Arrows Electro 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.)

Arrows Knight Guards
Arrows Fisherman Electro Wizard
Arrows
Arrows Knight Guards
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows Fisherman
Goblin Gang Guards Fisherman Electro Wizard
Arrows Knight Fisherman Electro Wizard
Arrows
Knight Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman Electro Wizard
Arrows Mother Witch
Arrows
Fisherman
Arrows
Arrows Mother Witch
Fisherman
Arrows Fisherman Electro Wizard
Arrows Fisherman
Arrows Fisherman
Arrows Electro Wizard Mother Witch
Electro Wizard Guards
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Goblin Gang Guards Skeleton Army
Arrows Electro Wizard
Arrows
Knight Goblin Gang Electro Wizard
Arrows
Arrows
Goblin Gang Guards Electro Wizard
Electro Wizard
Electro Wizard

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