My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions Dart Goblin Wizard Goblin Giant

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.

Wizard Bowler Goblin Giant Fisherman

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Giant

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.

Dart Goblin Goblin Giant

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
Minions Fisherman
Giant Snowball
Minions Dart Goblin Fisherman
Zap
Minions Dart Goblin Goblin Giant Fisherman
Barbarian Barrel
Dart Goblin Wizard
The Log
Dart Goblin Fisherman
Earthquake
Arrows
Minions Dart Goblin
Royal Delivery
Minions Dart Goblin Wizard Bowler Fisherman
Fireball
Minions Dart Goblin Wizard Bowler Fisherman
Poison
Minions Dart Goblin Wizard Fisherman
Lightning
Wizard Bowler Fisherman
Rocket
Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Bowler

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 Tornado Bowler

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.

Minions Dart Goblin 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Dart Goblin Tornado Fisherman Wizard Bowler Goblin Giant

Shortest cycle

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

12 Arrows Minions Dart Goblin Tornado

Attack Synergies 1 12

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
Bowler Goblin Giant
Minions
Bowler Goblin Giant Fisherman
Dart Goblin
Bowler Goblin Giant
Wizard
Tornado Goblin Giant
Tornado
Wizard Bowler Goblin Giant
Bowler
Arrows Minions Dart Goblin Tornado Fisherman
Goblin Giant
Arrows Minions Dart Goblin Wizard Tornado Fisherman
Fisherman
Minions Bowler Goblin Giant

Defense Synergies 2 11

Arrows
Tornado Bowler
Minions
Dart Goblin Bowler Goblin Giant Fisherman
Dart Goblin
Minions Tornado Bowler Goblin Giant Fisherman
Wizard
Tornado
Tornado
Wizard Bowler Arrows Dart Goblin Goblin Giant
Bowler
Tornado Arrows Minions Dart Goblin
Goblin Giant
Minions Dart Goblin Tornado
Fisherman
Minions Dart Goblin

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.

Bowler Minions Dart Goblin Wizard Goblin Giant
Minions Dart Goblin Fisherman
Tornado Bowler Fisherman Minions Dart Goblin
Minions Dart Goblin Bowler Fisherman
Arrows Tornado Bowler
Arrows Tornado Bowler Minions Dart Goblin
Minions Dart Goblin Tornado Arrows Wizard
Bowler Arrows Dart Goblin Goblin Giant
Minions Tornado Fisherman
Tornado Dart Goblin Bowler Fisherman
Minions Dart Goblin Arrows Wizard Tornado Bowler Goblin Giant Fisherman
Arrows Minions Dart Goblin Wizard Tornado
Bowler Minions Wizard
Wizard Bowler Arrows Minions Dart Goblin Tornado
Tornado Bowler Fisherman
Wizard Arrows Minions Tornado Bowler Fisherman
Arrows Minions Dart Goblin Wizard Tornado Bowler Fisherman
Arrows Wizard Tornado Minions Dart Goblin Bowler Fisherman
Dart Goblin Tornado Fisherman
Wizard Bowler Arrows Minions Dart Goblin Goblin Giant Fisherman

Counters to secondary win conditions

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

Bowler Fisherman
Arrows Wizard Bowler Fisherman
Minions Bowler Goblin Giant Fisherman
Bowler Tornado Goblin Giant Fisherman
Bowler Goblin Giant Fisherman
Arrows Wizard Minions Dart Goblin Tornado Goblin Giant
Minions Dart Goblin Bowler Goblin Giant
Goblin Giant Fisherman
Minions Tornado
Dart Goblin Goblin Giant
Minions Dart Goblin Bowler
Arrows Tornado Bowler Goblin Giant
Bowler Wizard Goblin Giant
Wizard Dart Goblin Bowler
Minions Dart Goblin Tornado Bowler Goblin Giant Fisherman
Arrows Minions Bowler Dart Goblin Wizard
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 Dart Goblin
Arrows Dart Goblin Tornado Bowler Fisherman
Arrows Dart Goblin Goblin Giant
Arrows Dart Goblin
Wizard Arrows Bowler
Arrows Wizard Minions Dart Goblin Tornado Goblin Giant
Arrows Dart Goblin Wizard Tornado Bowler
Arrows Dart Goblin Wizard Tornado Bowler
Arrows Dart Goblin Wizard Tornado Fisherman
Minions Tornado Bowler Fisherman
Arrows Dart Goblin Wizard Tornado Bowler Fisherman
Arrows Dart Goblin Wizard Tornado
Dart Goblin Bowler Fisherman
Arrows Minions Dart Goblin Fisherman
Arrows Dart Goblin Fisherman
Arrows Dart Goblin Wizard Bowler
Arrows Dart Goblin Wizard Bowler
Arrows Tornado
Minions Fisherman
Arrows Dart Goblin Wizard Bowler Fisherman
Arrows Dart Goblin Wizard Tornado Bowler
Minions Bowler
Arrows Wizard Tornado
Tornado Bowler Fisherman
Arrows
Arrows Tornado Wizard Bowler
Fisherman
Arrows Dart Goblin Wizard Tornado Bowler Fisherman
Arrows Wizard Tornado Bowler Fisherman
Arrows Dart Goblin Tornado Fisherman
Arrows Dart Goblin Wizard Tornado
Minions Dart Goblin Wizard
Bowler
Arrows Dart Goblin Wizard
Arrows
Arrows Wizard Bowler
Minions Dart Goblin
Arrows Dart Goblin Wizard Tornado
Arrows
Dart Goblin Wizard Bowler
Arrows Dart Goblin Wizard Bowler
Arrows Tornado
Dart Goblin
Minions Dart Goblin Tornado Bowler
Dart Goblin Tornado
Dart Goblin Tornado Bowler Goblin Giant

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