My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Baby Dragon

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.

Spear Goblins Bomber Baby Dragon Giant Skeleton

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.

Zap Arrows Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

Spear Goblins Baby Dragon Giant Skeleton

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.

Giant Skeleton

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
Spear Goblins Bomber Giant Skeleton
Giant Snowball
Spear Goblins Bomber Cannon Baby Dragon
Zap
Spear Goblins Bomber Cannon
Barbarian Barrel
Spear Goblins Bomber Cannon Giant Skeleton
The Log
Spear Goblins Bomber Cannon Giant Skeleton
Earthquake
Spear Goblins Bomber Cannon
Arrows
Spear Goblins Bomber
Royal Delivery
Spear Goblins Bomber Baby Dragon Giant Skeleton
Fireball
Bomber Cannon Baby Dragon
Poison
Spear Goblins Bomber Cannon
Lightning
Cannon Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Fireball Baby Dragon

Ladder info

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.

Spear Goblins Arrows Baby Dragon Giant Skeleton

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.

Fireball

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.

Fireball

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.

Spear Goblins Bomber Zap Arrows Cannon Fireball Baby Dragon Giant Skeleton

Shortest cycle

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

9 Spear Goblins Bomber Zap Arrows

Attack Synergies 3 11

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.

Spear Goblins
Zap Baby Dragon Giant Skeleton
Bomber
Zap Baby Dragon Giant Skeleton
Zap
Arrows Fireball Spear Goblins Bomber Baby Dragon Giant Skeleton
Arrows
Zap Fireball Giant Skeleton
Cannon
Fireball
Zap Arrows Baby Dragon
Baby Dragon
Spear Goblins Bomber Zap Fireball Giant Skeleton
Giant Skeleton
Spear Goblins Bomber Zap Arrows Baby Dragon

Defense Synergies 2 16

Spear Goblins
Zap Arrows Cannon Baby Dragon Giant Skeleton
Bomber
Zap Cannon
Zap
Cannon Fireball Spear Goblins Bomber Arrows Baby Dragon Giant Skeleton
Arrows
Spear Goblins Zap Cannon Fireball Giant Skeleton
Cannon
Zap Spear Goblins Bomber Arrows Fireball Baby Dragon
Fireball
Zap Arrows Cannon
Baby Dragon
Spear Goblins Zap Cannon Giant Skeleton
Giant Skeleton
Spear Goblins Zap Arrows Baby Dragon

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.

Spear Goblins Bomber Zap Cannon Fireball Baby Dragon
Bomber Zap Cannon
Cannon Bomber Giant Skeleton
Cannon Bomber
Bomber Arrows Fireball Giant Skeleton
Arrows Fireball Spear Goblins Bomber Zap Cannon Baby Dragon
Spear Goblins Zap Arrows Cannon Fireball Baby Dragon
Zap Arrows Cannon Fireball Baby Dragon Giant Skeleton
Cannon
Spear Goblins Bomber Cannon Giant Skeleton
Spear Goblins Bomber Zap Arrows Cannon Fireball Baby Dragon Giant Skeleton
Arrows Spear Goblins Zap Fireball Baby Dragon
Cannon Bomber Zap Fireball Giant Skeleton
Bomber Fireball Zap Arrows Cannon Baby Dragon
Cannon
Zap Cannon Fireball
Bomber Arrows Cannon Fireball
Arrows Cannon Fireball Spear Goblins Bomber Zap Baby Dragon
Zap Arrows Baby Dragon Spear Goblins Bomber Cannon Fireball Giant Skeleton
Cannon
Bomber Spear Goblins Arrows Cannon Fireball Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Spear Goblins Zap Fireball Giant Skeleton
Fireball Bomber Zap Arrows Baby Dragon
Giant Skeleton Spear Goblins Zap
Giant Skeleton Zap Fireball
Giant Skeleton Cannon
Arrows Fireball Zap Baby Dragon
Spear Goblins Fireball Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Spear Goblins Fireball Baby Dragon
Cannon
Giant Skeleton
Zap Arrows Fireball Giant Skeleton
Giant Skeleton Cannon Fireball
Bomber Cannon Fireball Baby Dragon
Spear Goblins Bomber Zap Fireball Baby Dragon Giant Skeleton
Arrows Bomber Zap Cannon Fireball Baby Dragon Giant Skeleton

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.)

Fireball Arrows Baby Dragon Giant Skeleton
Arrows Fireball Zap Baby Dragon
Arrows Fireball Baby Dragon Giant Skeleton
Arrows Fireball Giant Skeleton
Bomber Fireball Zap Arrows Baby Dragon
Arrows Fireball Spear Goblins Zap Baby Dragon
Bomber Arrows Baby Dragon
Arrows Fireball Zap Baby Dragon
Arrows Fireball Zap
Fireball
Zap Arrows Fireball
Fireball Zap Arrows Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Zap Arrows Fireball Baby Dragon
Spear Goblins Bomber Zap Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Bomber
Bomber Zap Arrows Fireball Baby Dragon
Bomber Zap Arrows Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Arrows Fireball
Zap Arrows Fireball Baby Dragon
Zap Arrows Bomber Fireball Baby Dragon
Arrows Fireball Zap Baby Dragon
Fireball Zap Arrows Baby Dragon
Fireball Zap Arrows Baby Dragon
Zap Arrows Fireball Baby Dragon
Zap Fireball
Fireball
Bomber Zap Arrows Fireball
Zap Arrows Fireball
Giant Skeleton
Arrows Fireball
Zap Spear Goblins Fireball
Fireball Zap Arrows Baby Dragon
Arrows Fireball
Fireball Baby Dragon
Arrows Bomber Zap Fireball Baby Dragon
Zap Arrows Fireball Giant Skeleton
Zap Fireball Baby Dragon Giant Skeleton
Zap Fireball
Zap Fireball Baby Dragon Giant Skeleton

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