My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 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 high-damage unit!

You don't have a unit, that attacks air and deals high 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Hut Electro Wizard Magic Archer

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Balloon Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Hog Rider Balloon

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.

Elite Barbarians Hog Rider Balloon Bandit

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.

Elite Barbarians Hog Rider Balloon Bandit 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.

Elite Barbarians Hog Rider Balloon Bandit Electro Wizard 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
Elite Barbarians Hog Rider Skeleton Army Balloon Bandit
Giant Snowball
Hog Rider Goblin Hut Skeleton Army Balloon
Zap
Goblin Hut Skeleton Army Balloon Bandit
Barbarian Barrel
Elite Barbarians Goblin Hut Skeleton Army Bandit Electro Wizard Magic Archer
The Log
Elite Barbarians Hog Rider Goblin Hut Skeleton Army Bandit
Earthquake
Hog Rider Goblin Hut Skeleton Army
Arrows
Goblin Hut Skeleton Army
Royal Delivery
Elite Barbarians Hog Rider Goblin Hut Skeleton Army Balloon Bandit Electro Wizard Magic Archer
Fireball
Elite Barbarians Hog Rider Goblin Hut Skeleton Army Balloon Bandit Electro Wizard Magic Archer
Poison
Goblin Hut Skeleton Army Balloon Electro Wizard Magic Archer
Lightning
Elite Barbarians Goblin Hut Balloon Bandit Electro Wizard Magic Archer
Rocket
Elite Barbarians Hog Rider Goblin Hut Balloon 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

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.

Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Skeleton Army

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Bandit Hog Rider Electro Wizard Magic Archer Goblin Hut Balloon Elite Barbarians

Shortest cycle

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

14 Skeleton Army Bandit Hog Rider Electro Wizard

Attack Synergies 0 16

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.

Elite Barbarians
Hog Rider Bandit
Hog Rider
Elite Barbarians Goblin Hut Balloon Bandit Electro Wizard Magic Archer
Goblin Hut
Hog Rider Balloon Bandit Magic Archer
Skeleton Army
Balloon
Hog Rider Goblin Hut Bandit Electro Wizard Magic Archer
Bandit
Elite Barbarians Hog Rider Goblin Hut Balloon Electro Wizard Magic Archer
Electro Wizard
Hog Rider Balloon Bandit Magic Archer
Magic Archer
Hog Rider Goblin Hut Balloon Bandit Electro Wizard

Defense Synergies 0 9

Elite Barbarians
Hog Rider
Goblin Hut
Skeleton Army Bandit Electro Wizard
Skeleton Army
Goblin Hut Bandit Electro Wizard Magic Archer
Balloon
Bandit
Goblin Hut Skeleton Army Electro Wizard Magic Archer
Electro Wizard
Goblin Hut Skeleton Army Bandit Magic Archer
Magic Archer
Skeleton Army Bandit Electro Wizard

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.

Goblin Hut Electro Wizard Magic Archer
Elite Barbarians Skeleton Army Goblin Hut Bandit Electro Wizard
Goblin Hut Skeleton Army Elite Barbarians Bandit Electro Wizard
Elite Barbarians Goblin Hut Skeleton Army Bandit Electro Wizard
Elite Barbarians Skeleton Army
Skeleton Army Bandit Electro Wizard Magic Archer
Electro Wizard Goblin Hut Magic Archer
Bandit Electro Wizard Magic Archer
Elite Barbarians Goblin Hut Skeleton Army
Elite Barbarians Skeleton Army Bandit Electro Wizard
Skeleton Army Electro Wizard Goblin Hut Bandit Magic Archer
Goblin Hut Electro Wizard Magic Archer
Goblin Hut Skeleton Army Elite Barbarians Bandit Electro Wizard
Skeleton Army Goblin Hut Electro Wizard Magic Archer
Elite Barbarians Skeleton Army Goblin Hut Bandit Electro Wizard
Skeleton Army Elite Barbarians Goblin Hut Bandit Electro Wizard
Elite Barbarians Goblin Hut Skeleton Army Electro Wizard
Elite Barbarians Goblin Hut Skeleton Army Bandit Electro Wizard Magic Archer
Goblin Hut Bandit Electro Wizard Magic Archer
Elite Barbarians Goblin Hut Electro Wizard
Skeleton Army Elite Barbarians Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Goblin Hut Bandit Electro Wizard
Bandit Electro Wizard Elite Barbarians Magic Archer
Skeleton Army Bandit Elite Barbarians Goblin Hut Electro Wizard
Skeleton Army Elite Barbarians Bandit Electro Wizard
Elite Barbarians Goblin Hut Skeleton Army Bandit
Goblin Hut Electro Wizard Magic Archer
Skeleton Army Elite Barbarians Goblin Hut Bandit Electro Wizard
Elite Barbarians Skeleton Army
Electro Wizard Elite Barbarians Goblin Hut Skeleton Army Bandit Magic Archer
Goblin Hut Skeleton Army
Elite Barbarians Goblin Hut
Skeleton Army Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Bandit
Skeleton Army Magic Archer
Elite Barbarians Goblin Hut Skeleton Army Electro Wizard Magic Archer
Elite Barbarians Goblin Hut Electro Wizard Magic Archer
Goblin Hut Electro 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.)

Magic Archer Bandit
Bandit Electro Wizard Magic Archer
Goblin Hut Bandit Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bandit
Elite Barbarians Electro Wizard
Bandit Electro Wizard Magic Archer
Magic Archer
Elite Barbarians Goblin Hut Bandit Magic Archer
Bandit Magic Archer
Elite Barbarians Goblin Hut Magic Archer
Goblin Hut Bandit Magic Archer
Magic Archer Goblin Hut Bandit
Bandit Electro Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Elite Barbarians Electro Wizard Magic Archer
Electro Wizard Goblin Hut
Elite Barbarians
Bandit Magic Archer
Electro Wizard Magic Archer
Magic Archer
Electro Wizard Goblin Hut Skeleton Army Bandit Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Magic Archer
Elite Barbarians
Elite Barbarians Electro Wizard Magic Archer
Electro Wizard Magic Archer
Bandit Electro Wizard Magic Archer

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