My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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 Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Wizard Electro Wizard Mega Knight Monk

Offensive cards

Win conditions

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

Goblin Drill

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 Mega Knight

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Goblin Gang 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.

Goblin Drill Electro Wizard Monk

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 Goblin Drill
Giant Snowball
Goblin Gang Goblin Drill
Zap
Goblin Gang Goblin Drill
Barbarian Barrel
Goblin Gang Goblin Drill Ice Wizard Electro Wizard
The Log
Goblin Gang Goblin Drill
Earthquake
Goblin Gang Goblin Drill
Arrows
Goblin Gang Goblin Drill
Royal Delivery
Goblin Gang Goblin Drill Ice Wizard Electro Wizard
Fireball
Goblin Gang Goblin Drill Ice Wizard Electro Wizard
Poison
Goblin Gang Goblin Drill Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard 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 Goblin Drill Ice Wizard 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 Ice Wizard 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.

Mirror Arrows Goblin Gang Ice Wizard Goblin Drill Electro Wizard Monk Mega Knight

Shortest cycle

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

9 Mirror Arrows Goblin Gang Ice Wizard

Attack Synergies 1 7

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
Mirror Goblin Drill Mega Knight
Goblin Gang
Mirror Goblin Drill Monk
Mirror
Arrows Goblin Gang
Goblin Drill
Arrows Goblin Gang Mega Knight
Ice Wizard
Electro Wizard
Mega Knight
Mega Knight
Arrows Goblin Drill Electro Wizard
Monk
Goblin Gang

Defense Synergies 2 13

Arrows
Mirror Mega Knight Ice Wizard Monk
Goblin Gang
Mirror Goblin Drill Ice Wizard Electro Wizard
Mirror
Arrows Goblin Gang Ice Wizard Electro Wizard Mega Knight
Goblin Drill
Goblin Gang Ice Wizard Electro Wizard
Ice Wizard
Arrows Goblin Gang Mirror Goblin Drill Mega Knight
Electro Wizard
Goblin Gang Mirror Goblin Drill Mega Knight
Mega Knight
Arrows Mirror Ice Wizard Electro Wizard
Monk
Arrows

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.

Electro Wizard
Goblin Gang Goblin Drill Ice Wizard Electro Wizard Mega Knight Monk
Goblin Gang Mega Knight Goblin Drill Ice Wizard Electro Wizard
Goblin Gang Goblin Drill Ice Wizard Electro Wizard Mega Knight Monk
Arrows Mega Knight Monk
Arrows Goblin Gang Ice Wizard Electro Wizard Mega Knight
Electro Wizard Arrows Goblin Gang Ice Wizard
Arrows Electro Wizard Mega Knight Monk
Goblin Gang Goblin Drill Ice Wizard
Goblin Gang Ice Wizard Electro Wizard Mega Knight
Goblin Gang Ice Wizard Electro Wizard Arrows Goblin Drill Mega Knight
Arrows Goblin Gang Ice Wizard Electro Wizard
Goblin Drill Mega Knight Goblin Gang Ice Wizard Electro Wizard
Mega Knight Arrows Goblin Gang Goblin Drill Electro Wizard
Goblin Gang Goblin Drill Electro Wizard Mega Knight
Monk Goblin Gang Goblin Drill Electro Wizard Mega Knight
Mega Knight Arrows Goblin Gang Goblin Drill Electro Wizard
Arrows Mega Knight Goblin Gang Goblin Drill Ice Wizard Electro Wizard
Arrows Goblin Drill Ice Wizard Electro Wizard Mega Knight
Goblin Drill Electro Wizard
Goblin Gang Mega Knight Arrows Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Electro Wizard
Electro Wizard Arrows Goblin Gang Mega Knight Monk
Goblin Gang Mega Knight Electro Wizard
Goblin Gang Mega Knight Electro Wizard Monk
Goblin Gang Goblin Drill Mega Knight
Arrows Goblin Gang Ice Wizard Electro Wizard Monk
Goblin Gang Ice Wizard Electro Wizard
Mega Knight
Electro Wizard Mega Knight Monk
Goblin Gang Goblin Drill
Mega Knight
Mega Knight Monk Arrows Electro Wizard
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Goblin Drill Monk
Arrows Mega Knight Ice Wizard Electro Wizard
Arrows Ice Wizard 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 Goblin Drill Monk
Arrows Monk Ice Wizard Electro Wizard
Arrows Goblin Drill
Arrows
Arrows Mega Knight
Arrows Ice Wizard Monk
Arrows
Arrows Ice Wizard
Arrows Monk
Goblin Gang Electro Wizard
Monk Arrows Electro Wizard
Monk Arrows
Arrows Monk
Arrows
Arrows Goblin Drill
Arrows Mega Knight
Monk Arrows
Arrows Electro Wizard Mega Knight Monk
Arrows Mega Knight Monk
Mega Knight Monk
Arrows
Monk
Arrows Goblin Drill Monk
Arrows Ice Wizard Mega Knight
Arrows Ice Wizard Electro Wizard Monk
Arrows Mega Knight Monk
Arrows
Arrows Ice Wizard Electro Wizard
Electro Wizard
Arrows Mega Knight
Arrows Electro Wizard Monk
Mega Knight
Arrows Monk
Electro Wizard Goblin Gang
Arrows Ice Wizard Electro Wizard Monk
Arrows
Goblin Gang Electro Wizard Mega Knight
Arrows
Monk Arrows
Mega Knight
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard Mega Knight Monk
Mega Knight Monk

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