My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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!
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 Inferno Dragon 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.

Knight Bandit Inferno Dragon Magic Archer Mega Knight Golden Knight

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.

Goblin Gang Bandit 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.

Knight Goblin Gang Barbarians Bandit 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.

Bandit Magic Archer 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 Bandit Inferno Dragon
Giant Snowball
Goblin Gang Barbarians Inferno Dragon
Zap
Goblin Gang Bandit Inferno Dragon
Barbarian Barrel
Knight Goblin Gang Barbarians Bandit Magic Archer
The Log
Goblin Gang Barbarians Bandit
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Barbarians Bandit Inferno Dragon Magic Archer
Fireball
Goblin Gang Barbarians Bandit Inferno Dragon Magic Archer
Poison
Goblin Gang Barbarians Magic Archer
Lightning
Knight Bandit Inferno Dragon Magic Archer
Rocket
Barbarians Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer 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.

Knight Inferno Dragon Mega Knight

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

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.

Knight Goblin Gang Bandit Inferno Dragon Magic Archer Golden Knight Barbarians Mega Knight

Shortest cycle

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

13 Knight Goblin Gang Bandit Inferno Dragon

Attack Synergies 2 7

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.

Knight
Goblin Gang Magic Archer
Goblin Gang
Knight Bandit
Barbarians
Bandit
Goblin Gang Magic Archer Mega Knight Golden Knight
Inferno Dragon
Mega Knight
Magic Archer
Knight Bandit Mega Knight Golden Knight
Mega Knight
Inferno Dragon Bandit Magic Archer
Golden Knight
Bandit Magic Archer

Defense Synergies 2 8

Knight
Goblin Gang Magic Archer
Goblin Gang
Knight Barbarians Bandit Inferno Dragon Magic Archer
Barbarians
Goblin Gang
Bandit
Goblin Gang Magic Archer Mega Knight
Inferno Dragon
Goblin Gang Mega Knight
Magic Archer
Knight Goblin Gang Bandit Mega Knight
Mega Knight
Bandit Inferno Dragon Magic Archer
Golden Knight

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 Magic Archer Golden Knight
Barbarians Inferno Dragon Knight Goblin Gang Bandit Mega Knight
Goblin Gang Barbarians Mega Knight Knight Bandit Inferno Dragon
Barbarians Inferno Dragon Knight Goblin Gang Bandit Mega Knight
Barbarians Mega Knight
Goblin Gang Bandit Magic Archer Mega Knight
Inferno Dragon Goblin Gang Magic Archer
Barbarians Bandit Magic Archer Mega Knight Golden Knight
Barbarians Inferno Dragon Goblin Gang
Knight Goblin Gang Barbarians Bandit Mega Knight
Goblin Gang Barbarians Knight Bandit Magic Archer Mega Knight
Inferno Dragon Goblin Gang Magic Archer
Barbarians Mega Knight Knight Goblin Gang Bandit
Mega Knight Goblin Gang Barbarians Magic Archer Golden Knight
Barbarians Inferno Dragon Knight Goblin Gang Bandit Mega Knight
Barbarians Goblin Gang Bandit Inferno Dragon Mega Knight
Barbarians Mega Knight Knight Goblin Gang
Mega Knight Knight Goblin Gang Barbarians Bandit Magic Archer Golden Knight
Knight Barbarians Bandit Inferno Dragon Magic Archer Mega Knight
Barbarians Inferno Dragon
Goblin Gang Mega Knight Knight Barbarians Bandit

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Mega Knight Bandit
Bandit Knight Goblin Gang Inferno Dragon Magic Archer Mega Knight
Goblin Gang Barbarians Bandit Mega Knight Knight Golden Knight
Goblin Gang Mega Knight Knight Barbarians Bandit
Barbarians Knight Goblin Gang Bandit Inferno Dragon Mega Knight
Goblin Gang Magic Archer
Goblin Gang Knight Barbarians Bandit
Mega Knight Knight Barbarians Inferno Dragon
Mega Knight Knight Barbarians Bandit Inferno Dragon Magic Archer
Goblin Gang Barbarians Inferno Dragon
Inferno Dragon Mega Knight Knight Barbarians Golden Knight
Mega Knight Barbarians
Barbarians Mega Knight Knight Goblin Gang Bandit Golden Knight
Barbarians Magic Archer Mega Knight
Goblin Gang Barbarians Knight Inferno Dragon Magic Archer Golden Knight
Mega Knight Barbarians Inferno Dragon Magic Archer 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.)

Magic Archer Knight Bandit Golden Knight
Bandit Magic Archer Golden Knight
Bandit Magic Archer
Knight Barbarians
Magic Archer Mega Knight
Magic Archer
Magic Archer
Magic Archer
Bandit Golden Knight
Goblin Gang
Knight Bandit Magic Archer Golden Knight
Magic Archer
Knight Bandit Magic Archer Golden Knight
Bandit Magic Archer
Magic Archer
Bandit Magic Archer Golden Knight
Magic Archer Bandit Mega Knight
Bandit Magic Archer Mega Knight
Magic Archer Mega Knight Golden Knight
Magic Archer Mega Knight
Barbarians
Magic Archer Mega Knight
Inferno Dragon
Bandit Magic Archer Golden Knight
Bandit Magic Archer Mega Knight Golden Knight
Bandit Magic Archer Golden Knight
Magic Archer
Bandit Magic Archer Mega Knight
Magic Archer
Mega Knight
Magic Archer
Goblin Gang Barbarians Bandit Magic Archer
Magic Archer
Knight Goblin Gang Magic Archer Mega Knight
Magic Archer
Mega Knight
Goblin Gang Magic Archer Golden Knight
Magic Archer
Bandit Magic Archer Mega Knight Golden Knight
Inferno Dragon
Mega Knight

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