My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

Baby Dragon

Defensive buildings

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

Barbarian Hut

Investments

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

Knight Barbarian Hut Baby Dragon

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Rocket

Punishments

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

Wall Breakers Goblin Barrel

Pump responses

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

Rocket Goblin Barrel

Dropped at the bridge

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

Goblins Knight Heal Spirit Wall Breakers Baby Dragon

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.

Goblin Barrel

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
Wall Breakers Goblin Barrel
Giant Snowball
Goblins Wall Breakers Goblin Barrel Baby Dragon
Zap
Goblins Wall Breakers Goblin Barrel
Barbarian Barrel
Goblins Knight Heal Spirit Barbarian Hut Wall Breakers Goblin Barrel
The Log
Goblins Heal Spirit Barbarian Hut Wall Breakers Goblin Barrel
Earthquake
Barbarian Hut Goblin Barrel
Arrows
Goblins Heal Spirit Wall Breakers Goblin Barrel
Royal Delivery
Goblins Knight Heal Spirit Wall Breakers Goblin Barrel Baby Dragon
Fireball
Barbarian Hut Wall Breakers Goblin Barrel Baby Dragon
Poison
Barbarian Hut
Lightning
Knight Barbarian Hut Baby Dragon
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Baby Dragon

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 Heal Spirit Rocket Baby Dragon

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.

Goblin Barrel

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.

Goblins Heal Spirit Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Goblins Wall Breakers Knight Goblin Barrel Baby Dragon Rocket Barbarian Hut

Shortest cycle

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

8 Heal Spirit Goblins Wall Breakers Knight

Attack Synergies 3 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.

Goblins
Baby Dragon
Knight
Wall Breakers Goblin Barrel Baby Dragon Heal Spirit Barbarian Hut
Heal Spirit
Knight Barbarian Hut Baby Dragon
Rocket
Barbarian Hut
Knight Heal Spirit Wall Breakers Goblin Barrel Baby Dragon
Wall Breakers
Knight Barbarian Hut Baby Dragon
Goblin Barrel
Knight Barbarian Hut Baby Dragon
Baby Dragon
Knight Goblins Heal Spirit Barbarian Hut Wall Breakers Goblin Barrel

Defense Synergies 0 4

Goblins
Knight
Knight
Goblins Barbarian Hut Baby Dragon
Heal Spirit
Rocket
Barbarian Hut
Knight Baby Dragon
Wall Breakers
Goblin Barrel
Baby Dragon
Knight Barbarian Hut

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 Barbarian Hut Knight Baby Dragon
Barbarian Hut Goblins Knight
Rocket Barbarian Hut Goblins Knight
Barbarian Hut Goblins Knight
Rocket
Goblins Baby Dragon
Rocket Barbarian Hut Baby Dragon
Rocket Barbarian Hut Baby Dragon
Barbarian Hut Goblins
Knight Goblins
Goblins Knight Baby Dragon
Barbarian Hut Baby Dragon
Barbarian Hut Knight Rocket
Rocket Barbarian Hut Goblins Baby Dragon
Barbarian Hut Knight
Rocket Barbarian Hut
Barbarian Hut Goblins Knight
Goblins Knight Barbarian Hut Baby Dragon
Baby Dragon Knight Barbarian Hut
Barbarian Hut
Goblins Knight Baby Dragon

Counters to secondary win conditions

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

Knight Barbarian Hut Goblins
Knight Rocket Baby Dragon
Goblins Knight Rocket Barbarian Hut
Rocket Knight Barbarian Hut
Barbarian Hut Knight
Rocket Baby Dragon
Rocket Goblins Knight Barbarian Hut
Knight Barbarian Hut
Rocket Goblins Knight Barbarian Hut Baby Dragon
Barbarian Hut
Knight
Rocket
Rocket Knight Barbarian Hut
Barbarian Hut Baby Dragon
Goblins Knight Rocket Barbarian Hut Baby Dragon
Barbarian Hut Baby Dragon

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 Barbarian Hut Baby Dragon
Baby Dragon
Rocket Barbarian Hut Baby Dragon
Knight Rocket Barbarian Hut
Rocket Baby Dragon
Rocket Baby Dragon
Baby Dragon
Barbarian Hut Baby Dragon
Rocket Goblins
Rocket Knight
Rocket Baby Dragon
Rocket Knight Barbarian Hut Baby Dragon
Rocket Baby Dragon
Barbarian Hut Baby Dragon
Rocket Barbarian Hut Baby Dragon
Rocket Barbarian Hut Baby Dragon
Rocket
Rocket
Rocket Baby Dragon
Rocket Baby Dragon
Rocket Baby Dragon
Rocket
Rocket
Rocket Barbarian Hut Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Rocket Baby Dragon
Baby Dragon
Rocket
Rocket
Rocket
Rocket
Rocket Barbarian Hut
Rocket Baby Dragon
Knight Rocket Baby Dragon
Baby Dragon
Rocket
Rocket Baby Dragon
Rocket
Rocket Baby Dragon

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