My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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.

Bats Archers 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.

Bats Archers Knight Royal Recruits Musketeer Giant Skeleton

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.

Missing

Punishments

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

Royal Recruits

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.

Goblins Knight Barbarians Royal Recruits Giant Skeleton

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.

Giant Skeleton

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
Bats Archers Royal Recruits Giant Skeleton
Giant Snowball
Goblins Bats Archers Barbarians Royal Recruits Musketeer
Zap
Goblins Bats Archers
Barbarian Barrel
Goblins Archers Knight Barbarians Royal Recruits Musketeer Giant Skeleton
The Log
Goblins Archers Barbarians Royal Recruits Musketeer Giant Skeleton
Earthquake
Archers Barbarians
Arrows
Goblins Bats Archers Royal Recruits
Royal Delivery
Goblins Bats Archers Knight Barbarians Royal Recruits Musketeer Giant Skeleton
Fireball
Archers Barbarians Musketeer
Poison
Bats Archers Barbarians Royal Recruits Musketeer
Lightning
Knight Musketeer
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Knight Royal Recruits Giant Skeleton

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.

Goblins Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Archers Knight Musketeer Barbarians Giant Skeleton Royal Recruits

Shortest cycle

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

10 Goblins Bats Archers Knight

Attack Synergies 4 6

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.

Goblins
Archers
Bats
Knight Giant Skeleton Royal Recruits
Archers
Knight Goblins Royal Recruits Giant Skeleton
Knight
Bats Archers Musketeer
Barbarians
Royal Recruits
Bats Archers Musketeer
Musketeer
Knight Royal Recruits Giant Skeleton
Giant Skeleton
Bats Archers Musketeer

Defense Synergies 3 10

Goblins
Archers Knight Musketeer Giant Skeleton
Bats
Knight Royal Recruits Musketeer Giant Skeleton
Archers
Knight Goblins Royal Recruits Giant Skeleton
Knight
Bats Archers Musketeer Goblins
Barbarians
Royal Recruits
Bats Archers
Musketeer
Knight Goblins Bats Giant Skeleton
Giant Skeleton
Goblins Bats Archers Musketeer

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.

Knight Royal Recruits Musketeer
Barbarians Goblins Bats Knight Royal Recruits Musketeer
Barbarians Goblins Bats Archers Knight Royal Recruits Musketeer Giant Skeleton
Barbarians Royal Recruits Goblins Bats Knight Musketeer
Barbarians Royal Recruits Giant Skeleton
Goblins Bats Archers Musketeer
Bats Musketeer Archers
Barbarians Royal Recruits Musketeer Giant Skeleton
Barbarians Goblins Royal Recruits Musketeer
Knight Goblins Archers Barbarians Royal Recruits Musketeer Giant Skeleton
Goblins Bats Archers Barbarians Knight Royal Recruits Musketeer Giant Skeleton
Musketeer Bats Archers
Barbarians Royal Recruits Bats Knight Musketeer Giant Skeleton
Goblins Bats Barbarians Royal Recruits
Barbarians Royal Recruits Knight
Barbarians Royal Recruits
Barbarians Goblins Bats Knight Royal Recruits Musketeer
Goblins Bats Archers Knight Barbarians Royal Recruits Musketeer
Bats Archers Knight Barbarians Royal Recruits Musketeer Giant Skeleton
Barbarians Royal Recruits Musketeer
Royal Recruits Goblins Bats Archers Knight Barbarians Musketeer Giant Skeleton

Counters to secondary win conditions

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

Knight Barbarians Royal Recruits Goblins Archers Giant Skeleton
Archers Knight Musketeer
Barbarians Royal Recruits Giant Skeleton Goblins Bats Knight Musketeer
Royal Recruits Giant Skeleton Bats Knight Barbarians Musketeer
Barbarians Royal Recruits Giant Skeleton Knight Musketeer
Bats Archers Musketeer
Royal Recruits Goblins Bats Archers Knight Barbarians Musketeer Giant Skeleton
Giant Skeleton Knight Barbarians Royal Recruits
Royal Recruits Giant Skeleton Goblins Bats Knight Barbarians
Royal Recruits Barbarians Musketeer
Bats Knight Barbarians Royal Recruits Musketeer Giant Skeleton
Royal Recruits Barbarians Giant Skeleton
Barbarians Royal Recruits Giant Skeleton Knight
Royal Recruits Archers Barbarians Musketeer
Barbarians Royal Recruits Goblins Bats Archers Knight Musketeer Giant Skeleton
Bats Archers Barbarians Royal Recruits Musketeer Giant Skeleton

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.)

Knight Royal Recruits Musketeer Giant Skeleton
Musketeer
Giant Skeleton
Knight Barbarians Royal Recruits Musketeer Giant Skeleton
Bats Musketeer
Archers Musketeer
Goblins Bats Musketeer
Knight Royal Recruits Musketeer
Archers Musketeer
Knight Musketeer
Musketeer
Musketeer
Musketeer
Royal Recruits Musketeer
Bats
Archers Musketeer
Musketeer Giant Skeleton
Musketeer
Barbarians Royal Recruits Musketeer
Musketeer
Musketeer
Musketeer
Bats Archers Musketeer
Bats Musketeer
Musketeer
Giant Skeleton
Bats Archers Barbarians Royal Recruits Musketeer
Archers Musketeer
Knight Musketeer
Musketeer
Giant Skeleton
Royal Recruits Musketeer
Bats Royal Recruits Musketeer Giant Skeleton
Bats Musketeer
Royal Recruits Musketeer Giant Skeleton

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