My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Wizard Witch Inferno Dragon Ram Rider

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.

Wizard Witch Inferno Dragon Ram Rider Sparky

Offensive cards

Win conditions

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

Ram Rider

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 Elite Barbarians Ram Rider

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.

Goblin Gang Elite Barbarians Ram Rider

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 Ram Rider

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 Elite Barbarians Skeleton Army Inferno Dragon Ram Rider Sparky
Giant Snowball
Goblin Gang Skeleton Army Witch Inferno Dragon Ram Rider
Zap
Goblin Gang Skeleton Army Witch Inferno Dragon Ram Rider Sparky
Barbarian Barrel
Goblin Gang Elite Barbarians Wizard Skeleton Army Witch Sparky
The Log
Goblin Gang Elite Barbarians Skeleton Army Witch Ram Rider Sparky
Earthquake
Goblin Gang Skeleton Army Witch
Arrows
Goblin Gang Skeleton Army Witch
Royal Delivery
Goblin Gang Elite Barbarians Wizard Skeleton Army Witch Inferno Dragon Ram Rider Sparky
Fireball
Goblin Gang Elite Barbarians Wizard Skeleton Army Witch Inferno Dragon Ram Rider Sparky
Poison
Goblin Gang Wizard Skeleton Army Witch Sparky
Lightning
Elite Barbarians Wizard Witch Inferno Dragon Ram Rider Sparky
Rocket
Elite Barbarians Wizard Witch Inferno Dragon Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky

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 Inferno Dragon Sparky

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.

Goblin Gang Wizard Witch

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.

Goblin Gang Skeleton Army Inferno Dragon Wizard Witch Ram Rider Elite Barbarians Sparky

Shortest cycle

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

15 Goblin Gang Skeleton Army Inferno Dragon Wizard

Attack Synergies 0 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.

Goblin Gang
Sparky
Elite Barbarians
Wizard Sparky
Wizard
Elite Barbarians Ram Rider Sparky
Skeleton Army
Sparky
Witch
Ram Rider
Inferno Dragon
Ram Rider
Wizard Witch
Sparky
Goblin Gang Elite Barbarians Wizard Skeleton Army

Defense Synergies 0 7

Goblin Gang
Skeleton Army Inferno Dragon Sparky
Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army
Skeleton Army
Goblin Gang Wizard Inferno Dragon Sparky
Witch
Inferno Dragon
Goblin Gang Skeleton Army
Ram Rider
Sparky
Goblin Gang Skeleton Army

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.

Wizard Ram Rider Sparky
Elite Barbarians Skeleton Army Inferno Dragon Sparky Goblin Gang Witch Ram Rider
Goblin Gang Skeleton Army Witch Ram Rider Sparky Elite Barbarians Inferno Dragon
Elite Barbarians Skeleton Army Witch Inferno Dragon Sparky Goblin Gang Ram Rider
Elite Barbarians Skeleton Army Sparky
Goblin Gang Skeleton Army
Inferno Dragon Ram Rider Goblin Gang Wizard Witch
Ram Rider Sparky
Witch Inferno Dragon Sparky Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Sparky
Goblin Gang Skeleton Army Witch Wizard Ram Rider
Inferno Dragon Goblin Gang Wizard Witch Ram Rider
Skeleton Army Sparky Goblin Gang Elite Barbarians Wizard Witch Ram Rider
Wizard Skeleton Army Sparky Goblin Gang Witch
Elite Barbarians Skeleton Army Inferno Dragon Sparky Goblin Gang Ram Rider
Skeleton Army Goblin Gang Elite Barbarians Inferno Dragon Ram Rider Sparky
Wizard Sparky Goblin Gang Elite Barbarians Skeleton Army Witch
Goblin Gang Elite Barbarians Wizard Skeleton Army Witch Ram Rider
Wizard Witch Inferno Dragon Ram Rider
Sparky Elite Barbarians Inferno Dragon Ram Rider
Goblin Gang Wizard Skeleton Army Elite Barbarians Witch Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Elite Barbarians Witch Sparky
Goblin Gang Elite Barbarians Wizard Inferno Dragon
Goblin Gang Skeleton Army Elite Barbarians Witch Ram Rider Sparky
Goblin Gang Skeleton Army Elite Barbarians Ram Rider Sparky
Goblin Gang Elite Barbarians Skeleton Army Witch Inferno Dragon Ram Rider Sparky
Wizard Goblin Gang Witch Ram Rider
Goblin Gang Skeleton Army Sparky Elite Barbarians Witch Ram Rider
Elite Barbarians Skeleton Army Inferno Dragon Sparky
Elite Barbarians Skeleton Army Witch Inferno Dragon Sparky
Witch Goblin Gang Skeleton Army Inferno Dragon Sparky
Inferno Dragon Elite Barbarians Witch Sparky
Skeleton Army Elite Barbarians
Elite Barbarians Skeleton Army Goblin Gang Wizard Witch Ram Rider Sparky
Wizard Skeleton Army Witch Sparky
Goblin Gang Elite Barbarians Skeleton Army Witch Sparky Inferno Dragon
Elite Barbarians Wizard Witch Inferno Dragon Sparky

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.)

Sparky
Ram Rider
Sparky
Sparky
Wizard Sparky
Wizard Witch Ram Rider
Wizard Witch Sparky
Wizard Ram Rider
Wizard Ram Rider
Goblin Gang Elite Barbarians Sparky
Wizard Ram Rider Sparky
Wizard
Elite Barbarians Sparky
Elite Barbarians Sparky
Wizard Witch Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Wizard Witch
Sparky
Wizard
Sparky
Wizard Witch Sparky
Witch Inferno Dragon
Wizard Witch Ram Rider Sparky
Wizard Witch Ram Rider Sparky
Sparky
Elite Barbarians Wizard Witch Sparky
Wizard Witch
Elite Barbarians Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Goblin Gang Skeleton Army Witch
Wizard Witch Ram Rider
Goblin Gang Wizard Sparky
Wizard
Sparky
Elite Barbarians Sparky
Goblin Gang Elite Barbarians Witch Sparky
Witch
Witch Sparky
Inferno Dragon Sparky
Wizard Sparky

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