My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Minions Goblin Gang Ice 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.

Knight Elixir Golem Giant Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Giant

Damage spells

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

Poison

Punishments

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

Goblin Gang Elixir Golem Giant

Pump responses

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

Poison

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 Elixir Golem Giant Magic Archer

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.

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
Minions Goblin Gang Elixir Golem Giant
Giant Snowball
Minions Goblin Gang
Zap
Minions Goblin Gang
Barbarian Barrel
Knight Goblin Gang Elixir Golem Ice Wizard Magic Archer
The Log
Goblin Gang Elixir Golem
Earthquake
Goblin Gang Elixir Golem
Arrows
Minions Goblin Gang
Royal Delivery
Knight Minions Goblin Gang Elixir Golem Ice Wizard Magic Archer
Fireball
Minions Goblin Gang Elixir Golem Ice Wizard Magic Archer
Poison
Minions Goblin Gang Elixir Golem Ice Wizard Magic Archer
Lightning
Knight Ice Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Poison Ice Wizard Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Elixir Golem Poison Ice Wizard

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.

Minions Goblin Gang Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Goblin Gang Elixir Golem Ice Wizard Poison Magic Archer Giant

Shortest cycle

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

12 Knight Minions Goblin Gang Elixir Golem

Attack Synergies 5 10

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
Minions Goblin Gang Poison Ice Wizard Magic Archer
Minions
Knight Giant Elixir Golem
Goblin Gang
Knight Elixir Golem Giant
Elixir Golem
Poison Minions Goblin Gang Ice Wizard Magic Archer
Giant
Minions Poison Goblin Gang Ice Wizard Magic Archer
Poison
Elixir Golem Giant Knight
Ice Wizard
Knight Elixir Golem Giant
Magic Archer
Knight Elixir Golem Giant

Defense Synergies 4 5

Knight
Minions Goblin Gang Ice Wizard Magic Archer Poison
Minions
Knight Ice Wizard
Goblin Gang
Knight Ice Wizard Magic Archer
Elixir Golem
Giant
Poison
Knight Ice Wizard
Ice Wizard
Knight Minions Goblin Gang Poison
Magic Archer
Knight Goblin Gang

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 Minions Magic Archer
Knight Minions Goblin Gang Ice Wizard
Goblin Gang Knight Minions Ice Wizard
Knight Minions Goblin Gang Ice Wizard
Poison
Goblin Gang Minions Ice Wizard Magic Archer
Minions Goblin Gang Poison Ice Wizard Magic Archer
Poison Magic Archer
Minions Goblin Gang Ice Wizard
Knight Goblin Gang Ice Wizard
Minions Goblin Gang Poison Ice Wizard Knight Magic Archer
Minions Goblin Gang Poison Ice Wizard Magic Archer
Knight Minions Goblin Gang Ice Wizard
Minions Goblin Gang Poison Magic Archer
Knight Goblin Gang
Goblin Gang
Knight Minions Goblin Gang Poison
Knight Minions Goblin Gang Ice Wizard Magic Archer
Poison Knight Minions Ice Wizard Magic Archer
Goblin Gang Knight Minions Poison

Counters to secondary win conditions

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

Knight Goblin Gang
Poison Knight Goblin Gang Magic Archer
Goblin Gang Knight Minions
Goblin Gang Knight
Knight Goblin Gang
Poison Minions Goblin Gang Ice Wizard Magic Archer
Goblin Gang Knight Minions Ice Wizard
Knight
Knight Minions Poison Magic Archer
Goblin Gang
Knight Minions
Poison
Knight Goblin Gang
Magic Archer
Goblin Gang Knight Minions Poison Magic Archer
Minions Poison Ice Wizard Magic Archer
Ice 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.)

Poison Magic Archer Knight
Poison Ice Wizard Magic Archer
Poison Magic Archer
Knight Poison
Poison Magic Archer
Poison Minions Ice Wizard Magic Archer
Poison Magic Archer
Poison Ice Wizard Magic Archer
Poison
Minions Goblin Gang Poison
Poison Knight Magic Archer
Poison Magic Archer
Poison Knight Magic Archer
Minions Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Magic Archer Poison
Poison
Minions
Poison Magic Archer
Poison Magic Archer
Minions Poison Magic Archer
Poison
Poison
Poison Ice Wizard Magic Archer
Poison Ice Wizard Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Ice Wizard Magic Archer
Minions Poison
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Minions Goblin Gang Magic Archer
Poison Ice Wizard Magic Archer
Poison Knight Goblin Gang Magic Archer
Poison Magic Archer
Poison
Minions Goblin Gang Poison Magic Archer
Poison Magic Archer
Poison Magic Archer

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