My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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 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.

Goblin Gang Musketeer

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 Musketeer Fisherman Sparky Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage

Punishments

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

Goblin Gang Royal 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.

Goblin Gang Royal Giant

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.

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 Royal Giant Fisherman Sparky
Giant Snowball
Goblin Gang Musketeer Fisherman
Zap
Goblin Gang Royal Giant Fisherman Sparky
Barbarian Barrel
Goblin Gang Musketeer Sparky
The Log
Goblin Gang Royal Giant Musketeer Fisherman Sparky
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Musketeer Fisherman Sparky
Fireball
Goblin Gang Musketeer Fisherman Sparky
Poison
Goblin Gang Musketeer Fisherman Sparky
Lightning
Musketeer Fisherman Sparky Monk
Rocket
Musketeer Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Sparky

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.

Rage Sparky

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

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 Musketeer

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 Rage Goblin Gang Fisherman Musketeer Monk Royal Giant Sparky

Shortest cycle

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

8 Mirror Rage Goblin Gang Fisherman

Attack Synergies 2 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.

Goblin Gang
Royal Giant Mirror Sparky Monk
Royal Giant
Fisherman Goblin Gang Musketeer Mirror Sparky Monk
Musketeer
Royal Giant Mirror Fisherman
Mirror
Goblin Gang Royal Giant Musketeer Sparky
Rage
Sparky
Fisherman
Royal Giant Musketeer Sparky
Sparky
Rage Goblin Gang Royal Giant Mirror Fisherman
Monk
Goblin Gang Royal Giant

Defense Synergies 1 7

Goblin Gang
Musketeer Mirror Fisherman Sparky
Royal Giant
Musketeer
Goblin Gang Mirror Fisherman
Mirror
Goblin Gang Musketeer Sparky
Rage
Fisherman
Goblin Gang Musketeer Monk
Sparky
Goblin Gang Mirror
Monk
Fisherman

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.

Musketeer Sparky
Sparky Goblin Gang Musketeer Fisherman Monk
Goblin Gang Fisherman Sparky Musketeer
Sparky Goblin Gang Musketeer Fisherman Monk
Sparky Monk
Goblin Gang Musketeer
Musketeer Goblin Gang
Musketeer Sparky Monk
Sparky Goblin Gang Musketeer Fisherman
Goblin Gang Musketeer Fisherman Sparky
Goblin Gang Musketeer Fisherman
Musketeer Goblin Gang
Sparky Goblin Gang Musketeer
Sparky Goblin Gang
Sparky Goblin Gang
Monk Goblin Gang Fisherman Sparky
Sparky Goblin Gang Musketeer Fisherman
Goblin Gang Musketeer Fisherman
Musketeer Fisherman
Sparky Musketeer Fisherman
Goblin Gang Musketeer Fisherman Sparky
Sparky

Counters to secondary win conditions

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

Goblin Gang Fisherman Sparky
Goblin Gang Musketeer Fisherman Monk
Goblin Gang Musketeer Fisherman Sparky
Goblin Gang Musketeer Fisherman Sparky Monk
Goblin Gang Musketeer Fisherman Sparky
Goblin Gang Musketeer Monk
Goblin Gang Sparky Musketeer
Fisherman Sparky
Sparky Monk
Goblin Gang Musketeer Sparky
Musketeer Sparky
Monk
Goblin Gang Sparky
Musketeer Sparky
Goblin Gang Sparky Musketeer Fisherman Monk
Musketeer Sparky

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.)

Musketeer Sparky Monk
Monk Musketeer Fisherman
Sparky
Musketeer Sparky
Sparky
Musketeer Monk
Musketeer Sparky
Monk Fisherman
Goblin Gang Musketeer Fisherman Sparky
Monk Musketeer Fisherman Sparky
Monk Musketeer
Musketeer Fisherman Sparky
Musketeer Fisherman Monk
Musketeer Fisherman Sparky
Musketeer Sparky
Musketeer Sparky
Monk Sparky
Fisherman Sparky
Musketeer Fisherman Sparky Monk
Monk
Musketeer Sparky Monk
Musketeer Fisherman Sparky Monk
Musketeer Monk
Sparky
Fisherman
Musketeer Fisherman Sparky Monk
Musketeer Fisherman Sparky Monk
Musketeer Fisherman Sparky
Musketeer Sparky
Musketeer
Sparky
Musketeer Sparky
Sparky Monk
Sparky
Sparky Monk
Goblin Gang Musketeer
Musketeer Monk
Goblin Gang Musketeer Sparky
Musketeer
Monk Sparky
Musketeer Sparky
Goblin Gang Musketeer Sparky
Musketeer
Musketeer Sparky Monk
Sparky
Sparky Monk

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