My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Archers 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.

Skeletons Archers Musketeer

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.

Arrows Earthquake Goblin Curse

Punishments

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

Goblin Gang

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Goblin Gang

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
Skeletons Archers Goblin Gang Goblin Curse
Giant Snowball
Skeletons Fire Spirit Archers Goblin Gang Musketeer Goblin Curse
Zap
Skeletons Fire Spirit Archers Goblin Gang Goblin Curse
Barbarian Barrel
Skeletons Fire Spirit Archers Goblin Gang Musketeer Goblin Curse
The Log
Skeletons Fire Spirit Archers Goblin Gang Musketeer Goblin Curse
Earthquake
Skeletons Archers Goblin Gang
Arrows
Skeletons Fire Spirit Archers Goblin Gang Goblin Curse
Royal Delivery
Skeletons Fire Spirit Archers Goblin Gang Musketeer
Fireball
Archers Goblin Gang Musketeer
Poison
Archers Goblin Gang Musketeer Goblin Curse
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Earthquake

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.

Fire Spirit Arrows Goblin Curse

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Goblin Curse Archers Arrows Goblin Gang Earthquake Musketeer

Shortest cycle

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

7 Skeletons Fire Spirit Goblin Curse Archers

Attack Synergies 2 3

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.

Skeletons
Fire Spirit
Goblin Curse
Archers
Arrows
Arrows
Goblin Curse Archers Earthquake
Goblin Gang
Earthquake
Goblin Curse Arrows
Musketeer
Goblin Curse
Arrows Earthquake Fire Spirit

Defense Synergies 2 4

Skeletons
Musketeer Fire Spirit Archers Earthquake
Fire Spirit
Skeletons
Archers
Skeletons Goblin Gang
Arrows
Goblin Gang
Musketeer Archers
Earthquake
Skeletons
Musketeer
Skeletons Goblin Gang
Goblin Curse

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.

Earthquake Musketeer
Skeletons Goblin Gang Musketeer Goblin Curse
Goblin Gang Skeletons Fire Spirit Archers Musketeer Goblin Curse
Skeletons Goblin Gang Musketeer Goblin Curse
Arrows Earthquake
Arrows Goblin Gang Skeletons Fire Spirit Archers Earthquake Musketeer
Musketeer Fire Spirit Archers Arrows Goblin Gang Goblin Curse
Earthquake Arrows Musketeer
Skeletons Goblin Gang Musketeer Goblin Curse
Goblin Gang Skeletons Fire Spirit Archers Musketeer
Archers Goblin Gang Goblin Curse Skeletons Arrows Earthquake Musketeer
Arrows Musketeer Archers Goblin Gang Goblin Curse
Skeletons Fire Spirit Goblin Gang Earthquake Musketeer Goblin Curse
Fire Spirit Arrows Goblin Gang Earthquake Goblin Curse
Goblin Gang Goblin Curse
Goblin Gang Goblin Curse
Skeletons Arrows Goblin Gang Musketeer
Fire Spirit Arrows Archers Goblin Gang Musketeer
Arrows Earthquake Fire Spirit Archers Musketeer Goblin Curse
Musketeer Goblin Curse
Goblin Gang Fire Spirit Archers Arrows Earthquake Musketeer Goblin Curse

Counters to secondary win conditions

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

Goblin Gang Skeletons Archers
Archers Arrows Goblin Gang Musketeer
Goblin Gang Skeletons Musketeer
Goblin Gang Musketeer
Skeletons Goblin Gang Musketeer Goblin Curse
Fire Spirit Arrows Skeletons Archers Goblin Gang Musketeer Goblin Curse
Goblin Gang Skeletons Archers Musketeer
Goblin Curse
Skeletons
Skeletons Goblin Gang Musketeer Goblin Curse
Musketeer
Arrows
Skeletons Goblin Gang Goblin Curse
Archers Musketeer Goblin Curse
Goblin Gang Skeletons Archers Musketeer
Arrows Archers Earthquake Musketeer Goblin Curse
Arrows

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.)

Earthquake Arrows Musketeer
Arrows Musketeer Goblin Curse
Earthquake Arrows
Earthquake Arrows Musketeer
Fire Spirit Arrows Earthquake Goblin Curse
Arrows Fire Spirit Musketeer Goblin Curse
Fire Spirit Archers Arrows Earthquake Musketeer
Arrows Earthquake Fire Spirit Goblin Curse
Arrows
Fire Spirit Goblin Gang Musketeer
Arrows Earthquake Musketeer
Fire Spirit Archers Arrows Musketeer Goblin Curse
Earthquake Fire Spirit Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Arrows Earthquake
Fire Spirit Archers Arrows Earthquake Musketeer
Fire Spirit Arrows Earthquake Goblin Curse
Earthquake Musketeer
Arrows
Musketeer
Earthquake Arrows Musketeer
Arrows Earthquake Goblin Curse Fire Spirit
Arrows Earthquake Musketeer
Arrows Musketeer
Arrows Musketeer Goblin Curse
Fire Spirit Archers Arrows Musketeer Goblin Curse
Musketeer
Arrows Earthquake Musketeer
Arrows
Arrows Earthquake Goblin Curse
Earthquake Fire Spirit Archers Goblin Gang Musketeer
Fire Spirit Archers Arrows Musketeer Goblin Curse
Arrows
Goblin Gang Musketeer
Arrows Earthquake Musketeer
Arrows
Musketeer
Goblin Gang Musketeer
Musketeer
Musketeer

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