My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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 splash!

You don't have a card, that attacks air and has splash 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Gang Minion Horde

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 Balloon Mega Knight Golden Knight

Offensive cards

Win conditions

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

Royal Giant Balloon

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.

Goblin Gang Royal Giant Elite Barbarians Balloon Mega Knight Golden Knight

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 Minion Horde Royal Giant Elite Barbarians Balloon 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.

Elite Barbarians Balloon 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
Goblin Gang Minion Horde Royal Giant Elite Barbarians Balloon
Giant Snowball
Goblin Gang Barbarians Minion Horde Balloon
Zap
Goblin Gang Minion Horde Royal Giant Balloon
Barbarian Barrel
Goblin Gang Barbarians Elite Barbarians
The Log
Goblin Gang Barbarians Royal Giant Elite Barbarians
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang Minion Horde
Royal Delivery
Goblin Gang Barbarians Minion Horde Elite Barbarians Balloon
Fireball
Goblin Gang Barbarians Minion Horde Elite Barbarians Balloon
Poison
Goblin Gang Barbarians Minion Horde Balloon
Lightning
Elite Barbarians Balloon
Rocket
Barbarians Minion Horde Elite Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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.

Mega Knight

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 Elite Barbarians

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 Minion Horde

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Golden Knight Barbarians Minion Horde Balloon Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

17 Goblin Gang Golden Knight Barbarians Minion Horde

Attack Synergies 1 9

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.

Goblin Gang
Royal Giant Balloon
Barbarians
Balloon
Minion Horde
Mega Knight Royal Giant
Royal Giant
Goblin Gang Minion Horde Elite Barbarians
Elite Barbarians
Royal Giant Mega Knight Golden Knight
Balloon
Goblin Gang Barbarians Mega Knight Golden Knight
Mega Knight
Minion Horde Elite Barbarians Balloon
Golden Knight
Elite Barbarians Balloon

Defense Synergies 0 4

Goblin Gang
Barbarians
Barbarians
Goblin Gang Minion Horde
Minion Horde
Barbarians
Royal Giant
Elite Barbarians
Mega Knight Golden Knight
Balloon
Mega Knight
Elite Barbarians
Golden Knight
Elite Barbarians

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.

Minion Horde Golden Knight
Barbarians Minion Horde Elite Barbarians Goblin Gang Mega Knight
Goblin Gang Barbarians Minion Horde Mega Knight Elite Barbarians
Barbarians Minion Horde Elite Barbarians Goblin Gang Mega Knight
Barbarians Elite Barbarians Mega Knight
Goblin Gang Mega Knight
Minion Horde Goblin Gang
Barbarians Mega Knight Golden Knight
Barbarians Minion Horde Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Barbarians Minion Horde Mega Knight
Goblin Gang Barbarians Minion Horde Mega Knight
Minion Horde Goblin Gang
Barbarians Minion Horde Mega Knight Goblin Gang Elite Barbarians
Mega Knight Goblin Gang Barbarians Minion Horde Golden Knight
Barbarians Elite Barbarians Goblin Gang Minion Horde Mega Knight
Barbarians Minion Horde Goblin Gang Elite Barbarians Mega Knight
Barbarians Minion Horde Mega Knight Goblin Gang Elite Barbarians
Mega Knight Goblin Gang Barbarians Minion Horde Elite Barbarians Golden Knight
Barbarians Mega Knight
Barbarians Elite Barbarians
Goblin Gang Mega Knight Barbarians Minion Horde Elite Barbarians
Elite Barbarians

Counters to secondary win conditions

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

Goblin Gang Barbarians Mega Knight Elite Barbarians
Goblin Gang Elite Barbarians Mega Knight
Goblin Gang Barbarians Mega Knight Minion Horde Elite Barbarians Golden Knight
Goblin Gang Mega Knight Barbarians Minion Horde Elite Barbarians
Barbarians Goblin Gang Minion Horde Elite Barbarians Mega Knight
Goblin Gang Minion Horde
Goblin Gang Barbarians Minion Horde Elite Barbarians
Mega Knight Barbarians Minion Horde Elite Barbarians
Minion Horde Mega Knight Barbarians Elite Barbarians
Goblin Gang Barbarians Minion Horde
Mega Knight Barbarians Minion Horde Elite Barbarians Golden Knight
Mega Knight Barbarians Elite Barbarians
Barbarians Elite Barbarians Mega Knight Goblin Gang Minion Horde Golden Knight
Barbarians Minion Horde Mega Knight
Goblin Gang Barbarians Elite Barbarians Minion Horde Golden Knight
Mega Knight Barbarians Minion Horde Elite Barbarians 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.)

Minion Horde Golden Knight
Golden Knight
Minion Horde
Barbarians
Minion Horde Mega Knight
Minion Horde
Minion Horde
Golden Knight
Goblin Gang Minion Horde Elite Barbarians
Minion Horde Golden Knight
Elite Barbarians Golden Knight
Minion Horde
Elite Barbarians
Minion Horde Golden Knight
Minion Horde Mega Knight
Minion Horde
Mega Knight
Mega Knight Golden Knight
Minion Horde Mega Knight
Barbarians Minion Horde
Mega Knight
Minion Horde
Golden Knight
Mega Knight Golden Knight
Golden Knight
Elite Barbarians Minion Horde
Minion Horde
Minion Horde Elite Barbarians
Minion Horde Mega Knight
Minion Horde
Minion Horde Mega Knight
Minion Horde Goblin Gang Barbarians
Goblin Gang Minion Horde Mega Knight
Minion Horde Elite Barbarians Mega Knight
Goblin Gang Minion Horde Elite Barbarians Golden Knight
Mega Knight Golden Knight
Mega Knight

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