My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Mega Minion

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Knight Mega Minion

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.

Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Goblins 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
Skeletons Archers
Giant Snowball
Skeletons Fire Spirit Goblins Archers Cannon Mega Minion
Zap
Skeletons Fire Spirit Goblins Archers Cannon
Barbarian Barrel
Skeletons Fire Spirit Goblins Archers Knight Cannon
The Log
Skeletons Fire Spirit Goblins Archers Cannon
Earthquake
Skeletons Archers Cannon
Arrows
Skeletons Fire Spirit Goblins Archers
Royal Delivery
Skeletons Fire Spirit Goblins Archers Knight Mega Minion
Fireball
Archers Cannon Mega Minion
Poison
Archers Cannon Mega Minion
Lightning
Knight Cannon Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket

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 Knight Mega Minion Rocket

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 Goblins

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 Goblins Archers Knight Cannon Mega Minion Rocket

Shortest cycle

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

7 Skeletons Fire Spirit Goblins 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
Knight Mega Minion
Goblins
Archers
Archers
Knight Goblins
Knight
Archers Mega Minion Fire Spirit
Cannon
Mega Minion
Knight Fire Spirit
Rocket

Defense Synergies 5 12

Skeletons
Cannon Fire Spirit Archers Knight Mega Minion
Fire Spirit
Knight Skeletons
Goblins
Archers Knight Cannon Mega Minion
Archers
Knight Skeletons Goblins Cannon Mega Minion
Knight
Fire Spirit Archers Cannon Mega Minion Skeletons Goblins
Cannon
Skeletons Knight Goblins Archers Mega Minion Rocket
Mega Minion
Knight Skeletons Goblins Archers Cannon
Rocket
Cannon

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.

Rocket Knight Cannon Mega Minion
Skeletons Goblins Knight Cannon Mega Minion
Cannon Rocket Skeletons Fire Spirit Goblins Archers Knight Mega Minion
Cannon Skeletons Goblins Knight Mega Minion
Rocket
Skeletons Fire Spirit Goblins Archers Cannon Mega Minion
Mega Minion Rocket Fire Spirit Archers Cannon
Rocket Cannon
Cannon Skeletons Goblins
Knight Skeletons Fire Spirit Goblins Archers Cannon
Goblins Archers Skeletons Knight Cannon Mega Minion
Mega Minion Archers
Cannon Skeletons Fire Spirit Knight Rocket
Fire Spirit Rocket Goblins Cannon Mega Minion
Knight Cannon
Rocket Cannon
Skeletons Goblins Knight Cannon
Fire Spirit Cannon Goblins Archers Knight Mega Minion
Fire Spirit Archers Knight Cannon Mega Minion
Cannon
Fire Spirit Goblins Archers Knight Cannon

Counters to secondary win conditions

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

Knight Skeletons Goblins Archers
Archers Knight Mega Minion Rocket
Skeletons Goblins Knight Rocket
Rocket Knight
Skeletons Knight Cannon
Fire Spirit Rocket Skeletons Archers
Rocket Skeletons Goblins Archers Knight Mega Minion
Knight
Rocket Skeletons Goblins Knight Mega Minion
Skeletons Cannon Mega Minion
Knight Mega Minion
Rocket
Rocket Skeletons Knight Cannon
Archers Cannon
Skeletons Goblins Archers Knight Mega Minion Rocket
Archers Cannon Mega Minion
Cannon
Cannon
Cannon

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 Rocket
Rocket
Knight Rocket
Rocket Fire Spirit
Fire Spirit Mega Minion Rocket
Fire Spirit Archers
Fire Spirit
Rocket Fire Spirit Goblins
Rocket Knight
Fire Spirit Archers Rocket
Rocket Fire Spirit Knight
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket Fire Spirit Archers Mega Minion
Rocket Fire Spirit
Rocket
Rocket
Rocket
Rocket
Fire Spirit
Mega Minion
Rocket
Fire Spirit Archers
Rocket Mega Minion
Mega Minion
Rocket
Rocket
Rocket
Fire Spirit Archers Rocket
Rocket Fire Spirit Archers Mega Minion
Knight Mega Minion Rocket
Rocket
Mega Minion
Rocket
Rocket
Rocket
Rocket

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