My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Electro Wizard Magic Archer

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.

Electro Giant Electro Wizard Magic Archer Sparky Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Void

Punishments

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

Goblin Gang Elite Barbarians Electro Giant Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Goblin Gang Elite Barbarians Electro Giant Magic Archer 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 Electro Wizard Magic Archer

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 Elite Barbarians Sparky
Giant Snowball
Goblin Gang
Zap
Goblin Gang Sparky
Barbarian Barrel
Goblin Gang Elite Barbarians Electro Wizard Magic Archer Sparky
The Log
Goblin Gang Elite Barbarians Sparky
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Elite Barbarians Electro Wizard Magic Archer Sparky
Fireball
Goblin Gang Elite Barbarians Electro Wizard Magic Archer Sparky
Poison
Goblin Gang Electro Wizard Magic Archer Sparky
Lightning
Elite Barbarians Electro Wizard Magic Archer Sparky
Rocket
Elite Barbarians Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Magic Archer Sparky 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.

Electro Giant Sparky 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.

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 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.

Goblin Gang Void Electro Wizard Magic Archer Elite Barbarians Sparky Electro Giant Mega Knight

Shortest cycle

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

14 Goblin Gang Void Electro Wizard Magic Archer

Attack Synergies 0 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
Sparky
Elite Barbarians
Sparky Mega Knight
Void
Electro Giant
Electro Giant
Void Sparky
Electro Wizard
Magic Archer Sparky Mega Knight
Magic Archer
Electro Wizard Mega Knight
Sparky
Goblin Gang Elite Barbarians Electro Giant Electro Wizard
Mega Knight
Elite Barbarians Electro Wizard Magic Archer

Defense Synergies 0 7

Goblin Gang
Electro Wizard Magic Archer Sparky
Elite Barbarians
Mega Knight
Void
Electro Giant
Electro Wizard
Goblin Gang Magic Archer Mega Knight
Magic Archer
Goblin Gang Electro Wizard Mega Knight
Sparky
Goblin Gang
Mega Knight
Elite Barbarians Electro Wizard Magic Archer

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.

Void Electro Wizard Magic Archer Sparky
Elite Barbarians Sparky Goblin Gang Electro Wizard Mega Knight
Goblin Gang Sparky Mega Knight Elite Barbarians Void Electro Wizard
Elite Barbarians Sparky Goblin Gang Electro Wizard Mega Knight
Elite Barbarians Sparky Mega Knight
Goblin Gang Electro Wizard Magic Archer Mega Knight
Electro Wizard Goblin Gang Void Magic Archer
Void Electro Giant Electro Wizard Magic Archer Sparky Mega Knight
Sparky Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Electro Wizard Sparky Mega Knight
Goblin Gang Electro Wizard Electro Giant Magic Archer Mega Knight
Goblin Gang Electro Wizard Magic Archer
Sparky Mega Knight Goblin Gang Elite Barbarians Electro Wizard
Sparky Mega Knight Goblin Gang Electro Wizard Magic Archer
Elite Barbarians Sparky Goblin Gang Electro Wizard Mega Knight
Goblin Gang Elite Barbarians Electro Giant Electro Wizard Sparky Mega Knight
Sparky Mega Knight Goblin Gang Elite Barbarians Electro Wizard
Mega Knight Goblin Gang Elite Barbarians Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Sparky Elite Barbarians Electro Wizard
Goblin Gang Mega Knight Elite Barbarians Electro Giant Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Goblin Gang Mega Knight Elite Barbarians Void Electro Giant Electro Wizard Sparky
Void Electro Wizard Goblin Gang Elite Barbarians Magic Archer Mega Knight
Goblin Gang Mega Knight Elite Barbarians Electro Wizard Sparky
Goblin Gang Mega Knight Elite Barbarians Electro Wizard Sparky
Goblin Gang Elite Barbarians Sparky Mega Knight
Electro Giant Goblin Gang Electro Wizard Magic Archer
Goblin Gang Sparky Elite Barbarians Void Electro Wizard
Mega Knight Elite Barbarians Sparky
Void Electro Wizard Mega Knight Elite Barbarians Magic Archer Sparky
Goblin Gang Sparky
Mega Knight Elite Barbarians Sparky
Mega Knight Elite Barbarians Void Electro Giant Electro Wizard
Elite Barbarians Mega Knight Goblin Gang Sparky
Electro Giant Magic Archer Sparky Mega Knight
Goblin Gang Elite Barbarians Electro Giant Electro Wizard Sparky Magic Archer
Mega Knight Elite Barbarians Electro Giant Electro Wizard Magic Archer Sparky
Void 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.)

Void Magic Archer Sparky
Void Electro Wizard Magic Archer
Void Magic Archer Sparky
Void Sparky
Magic Archer Sparky Mega Knight
Electro Giant Magic Archer
Magic Archer Sparky
Magic Archer
Void
Goblin Gang Elite Barbarians Void Electro Wizard Sparky
Void Electro Wizard Magic Archer Sparky
Void Magic Archer
Elite Barbarians Void Magic Archer Sparky
Void Magic Archer
Elite Barbarians Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky Mega Knight
Sparky
Sparky
Void Electro Wizard Magic Archer Sparky Mega Knight
Void Electro Giant Magic Archer Mega Knight
Void Magic Archer Sparky Mega Knight
Void
Void Sparky
Void
Electro Giant Magic Archer Sparky Mega Knight
Void Electro Wizard Magic Archer Sparky
Void Magic Archer Sparky Mega Knight
Void Magic Archer Sparky
Elite Barbarians Void Electro Giant Electro Wizard Magic Archer Sparky
Electro Wizard Void Electro Giant
Elite Barbarians Void Sparky
Void Magic Archer Sparky Mega Knight
Void Electro Wizard Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Electro Wizard Goblin Gang Void Magic Archer
Electro Wizard Magic Archer
Void Goblin Gang Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer
Void Electro Giant Sparky
Elite Barbarians Sparky Mega Knight
Electro Giant Goblin Gang Elite Barbarians Electro Wizard Magic Archer Sparky
Void Electro Wizard Magic Archer
Void Electro Giant Electro Wizard Magic Archer Sparky Mega Knight
Sparky
Void Sparky Mega Knight
Void

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