My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Magic Archer Night 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.

Royal Giant Elixir Golem Dark Prince Magic Archer Night Witch Golden Knight

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Goblin Barrel

Damage spells

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

Missing

Punishments

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

Royal Giant Elixir Golem Goblin Barrel Dark Prince Golden Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians Royal Giant Elixir Golem Dark Prince Magic Archer

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 Barrel Dark Prince Magic Archer Golden 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
Royal Giant Elixir Golem Goblin Barrel Dark Prince Night Witch
Giant Snowball
Barbarians Goblin Barrel Night Witch
Zap
Royal Giant Goblin Barrel Dark Prince Night Witch
Barbarian Barrel
Barbarians Elixir Golem Goblin Barrel Dark Prince Magic Archer Night Witch
The Log
Barbarians Royal Giant Elixir Golem Goblin Barrel Dark Prince
Earthquake
Barbarians Elixir Golem Goblin Barrel
Arrows
Goblin Barrel Night Witch
Royal Delivery
Barbarians Elixir Golem Goblin Barrel Dark Prince Magic Archer Night Witch
Fireball
Barbarians Elixir Golem Goblin Barrel Magic Archer Night Witch
Poison
Barbarians Elixir Golem Magic Archer Night Witch
Lightning
Dark Prince Magic Archer Night Witch
Rocket
Barbarians Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Magic Archer

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.

Elixir Golem Dark Prince Night 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.

Royal Giant Goblin Barrel

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.

Barbarians Goblin Barrel

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.

Elixir Golem Goblin Barrel Dark Prince Magic Archer Night Witch Golden Knight Barbarians Royal Giant

Shortest cycle

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

14 Elixir Golem Goblin Barrel Dark Prince Magic Archer

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.

Barbarians
Royal Giant
Goblin Barrel Dark Prince Magic Archer Night Witch
Elixir Golem
Night Witch Goblin Barrel Magic Archer
Goblin Barrel
Royal Giant Dark Prince Elixir Golem Golden Knight
Dark Prince
Goblin Barrel Royal Giant Magic Archer
Magic Archer
Royal Giant Elixir Golem Dark Prince Golden Knight
Night Witch
Elixir Golem Royal Giant
Golden Knight
Goblin Barrel Magic Archer

Defense Synergies 0 3

Barbarians
Royal Giant
Elixir Golem
Goblin Barrel
Dark Prince
Magic Archer Night Witch
Magic Archer
Dark Prince Night Witch
Night Witch
Dark Prince Magic Archer
Golden Knight

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.

Magic Archer Golden Knight
Barbarians Dark Prince Night Witch
Barbarians Dark Prince Night Witch
Barbarians Night Witch Dark Prince
Barbarians Dark Prince
Dark Prince Magic Archer Night Witch
Magic Archer Night Witch
Barbarians Magic Archer Golden Knight
Barbarians Night Witch
Barbarians Dark Prince Night Witch
Barbarians Dark Prince Magic Archer Night Witch
Magic Archer Night Witch
Barbarians Night Witch Dark Prince
Barbarians Dark Prince Magic Archer Night Witch Golden Knight
Barbarians
Barbarians
Barbarians Dark Prince Night Witch
Barbarians Dark Prince Magic Archer Night Witch Golden Knight
Barbarians Dark Prince Magic Archer
Barbarians
Dark Prince Barbarians Night Witch

Counters to secondary win conditions

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

Barbarians Dark Prince
Magic Archer
Barbarians Dark Prince Golden Knight
Dark Prince Barbarians Night Witch
Barbarians Dark Prince Night Witch
Magic Archer
Dark Prince Barbarians Night Witch
Barbarians Dark Prince
Barbarians Dark Prince Magic Archer
Barbarians
Barbarians Dark Prince Golden Knight
Barbarians Dark Prince
Barbarians Dark Prince Night Witch Golden Knight
Barbarians Magic Archer
Barbarians Dark Prince Magic Archer Night Witch Golden Knight
Barbarians Dark Prince Magic Archer Golden Knight

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.)

Magic Archer Golden Knight
Magic Archer Golden Knight
Magic Archer
Barbarians Dark Prince
Dark Prince Magic Archer
Magic Archer
Magic Archer
Magic Archer
Golden Knight
Night Witch
Dark Prince Magic Archer Golden Knight
Magic Archer
Magic Archer Golden Knight
Magic Archer
Magic Archer
Magic Archer Golden Knight
Magic Archer
Night Witch
Dark Prince Magic Archer
Magic Archer Golden Knight
Magic Archer Night Witch
Barbarians
Dark Prince Magic Archer
Magic Archer Golden Knight
Magic Archer Golden Knight
Magic Archer Golden Knight
Magic Archer Night Witch
Night Witch
Magic Archer Night Witch
Magic Archer
Magic Archer
Barbarians Dark Prince Magic Archer Night Witch
Magic Archer
Dark Prince Magic Archer
Magic Archer
Dark Prince
Magic Archer Golden Knight
Magic Archer
Dark Prince Magic Archer Golden Knight

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