My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Tesla Wizard

Defensive buildings

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

Cannon Tesla

Investments

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

Tesla Wizard Cannon Cart Goblinstein

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 Cannon Cart

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.

Goblin Gang Barbarians Cannon Cart

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 Cannon Cart
Giant Snowball
Cannon Goblin Gang Barbarians
Zap
Cannon Goblin Gang Cannon Cart
Barbarian Barrel
Cannon Goblin Gang Tesla Barbarians Wizard Cannon Cart
The Log
Cannon Goblin Gang Barbarians Cannon Cart
Earthquake
Cannon Goblin Gang Tesla Barbarians
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Wizard Cannon Cart
Fireball
Cannon Goblin Gang Tesla Barbarians Wizard Cannon Cart
Poison
Cannon Goblin Gang Barbarians Wizard
Lightning
Cannon Tesla Wizard Cannon Cart Goblinstein
Rocket
Barbarians Wizard Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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

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 Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Cannon Goblin Gang Tesla Barbarians Wizard Cannon Cart Goblinstein

Shortest cycle

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

13 Arrows Cannon Goblin Gang Tesla

Attack Synergies 0 2

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
Cannon Cart
Cannon
Goblin Gang
Cannon Cart
Tesla
Barbarians
Wizard
Cannon Cart
Arrows Goblin Gang
Goblinstein

Defense Synergies 1 11

Arrows
Cannon Tesla Barbarians Cannon Cart
Cannon
Arrows Goblin Gang Wizard
Goblin Gang
Tesla Cannon Barbarians Cannon Cart
Tesla
Goblin Gang Arrows Wizard Cannon Cart
Barbarians
Arrows Goblin Gang
Wizard
Cannon Tesla Cannon Cart
Cannon Cart
Arrows Goblin Gang Tesla Wizard
Goblinstein

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.

Cannon Cart Cannon Tesla Wizard
Barbarians Cannon Goblin Gang Tesla Cannon Cart
Cannon Goblin Gang Tesla Barbarians Cannon Cart
Cannon Tesla Barbarians Goblin Gang Cannon Cart
Arrows Barbarians
Arrows Goblin Gang Cannon Tesla Cannon Cart
Tesla Arrows Cannon Goblin Gang Wizard
Arrows Cannon Tesla Barbarians Cannon Cart
Cannon Tesla Barbarians Goblin Gang
Goblin Gang Cannon Tesla Barbarians Cannon Cart
Goblin Gang Barbarians Arrows Cannon Tesla Wizard Cannon Cart
Arrows Tesla Goblin Gang Wizard
Cannon Tesla Barbarians Goblin Gang Wizard Cannon Cart
Wizard Arrows Cannon Goblin Gang Tesla Barbarians Cannon Cart
Barbarians Cannon Goblin Gang Tesla Cannon Cart
Barbarians Cannon Goblin Gang Tesla
Tesla Barbarians Wizard Arrows Cannon Goblin Gang Cannon Cart
Arrows Cannon Tesla Goblin Gang Barbarians Wizard Cannon Cart
Arrows Wizard Cannon Tesla Barbarians Cannon Cart
Barbarians Cannon Tesla Cannon Cart
Goblin Gang Wizard Arrows Cannon Tesla Barbarians Cannon Cart

Counters to secondary win conditions

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

Goblin Gang Barbarians Tesla Cannon Cart
Arrows Goblin Gang Tesla Wizard Cannon Cart
Goblin Gang Barbarians Cannon Cart
Goblin Gang Tesla Barbarians Cannon Cart
Barbarians Cannon Goblin Gang Tesla Cannon Cart
Arrows Wizard Goblin Gang Tesla
Goblin Gang Tesla Barbarians Cannon Cart
Tesla Barbarians Cannon Cart
Barbarians Cannon Cart
Cannon Goblin Gang Tesla Barbarians
Tesla Barbarians Cannon Cart
Arrows Barbarians
Barbarians Cannon Cart Cannon Goblin Gang Tesla Wizard
Wizard Cannon Tesla Barbarians Cannon Cart
Goblin Gang Tesla Barbarians Cannon Cart
Arrows Cannon Tesla Barbarians Wizard Cannon Cart
Arrows Cannon

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
Arrows
Arrows Cannon Cart
Cannon Cart Arrows Barbarians
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang
Arrows Wizard Cannon Cart
Arrows Wizard
Cannon Cart
Arrows Cannon Cart
Arrows Cannon Cart
Arrows Wizard Cannon Cart
Arrows Wizard Cannon Cart
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Barbarians Cannon Cart
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Wizard
Arrows Wizard
Arrows
Arrows Wizard
Goblin Gang Barbarians Cannon Cart
Arrows Wizard
Arrows
Goblin Gang Wizard Cannon Cart
Arrows Wizard
Arrows
Cannon Cart
Goblin Gang
Cannon Cart
Cannon Cart
Wizard

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