My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Rascals Three Musketeers Magic Archer

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.

Knight Rascals Three Musketeers Magic Archer

Offensive cards

Win conditions

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

Three Musketeers Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Goblin Gang Rascals 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.

Goblin Barrel 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
Goblin Gang Three Musketeers Goblin Barrel Guards
Giant Snowball
Goblin Gang Three Musketeers Goblin Barrel Guards
Zap
Goblin Gang Three Musketeers Goblin Barrel Guards
Barbarian Barrel
Knight Goblin Gang Rascals Three Musketeers Goblin Barrel Guards Magic Archer
The Log
Goblin Gang Rascals Three Musketeers Goblin Barrel Guards
Earthquake
Goblin Gang Goblin Barrel Guards
Arrows
Goblin Gang Rascals Goblin Barrel Guards
Royal Delivery
Knight Goblin Gang Rascals Three Musketeers Goblin Barrel Guards Magic Archer
Fireball
Goblin Gang Rascals Three Musketeers Goblin Barrel Magic Archer
Poison
Goblin Gang Rascals Three Musketeers Guards Magic Archer
Lightning
Knight Three Musketeers Magic Archer
Rocket
Rascals Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Knight Guards

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.

Goblin Gang Three Musketeers 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Goblin Gang Goblin Barrel Guards Magic Archer Rascals Three Musketeers

Shortest cycle

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

11 Zap Knight Goblin Gang Goblin Barrel

Attack Synergies 5 9

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.

Zap
Knight Three Musketeers Guards Magic Archer
Knight
Goblin Gang Three Musketeers Goblin Barrel Zap Magic Archer
Goblin Gang
Knight Goblin Barrel Three Musketeers
Rascals
Goblin Barrel Magic Archer
Three Musketeers
Knight Zap Goblin Gang Guards
Goblin Barrel
Knight Goblin Gang Rascals Guards
Guards
Zap Three Musketeers Goblin Barrel
Magic Archer
Zap Knight Rascals

Defense Synergies 2 11

Zap
Knight Goblin Gang Rascals Three Musketeers Guards Magic Archer
Knight
Goblin Gang Magic Archer Zap Three Musketeers
Goblin Gang
Knight Zap Rascals Guards Magic Archer
Rascals
Zap Goblin Gang
Three Musketeers
Zap Knight
Goblin Barrel
Guards
Zap Goblin Gang Magic Archer
Magic Archer
Knight Zap Goblin Gang Guards

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.

Zap Knight Magic Archer
Zap Knight Goblin Gang Rascals Three Musketeers
Goblin Gang Three Musketeers Knight Rascals
Three Musketeers Knight Goblin Gang Rascals Guards
Goblin Gang Zap Rascals Guards Magic Archer
Three Musketeers Zap Goblin Gang Rascals Magic Archer
Zap Rascals Magic Archer
Three Musketeers Goblin Gang Rascals
Knight Goblin Gang Guards Rascals
Goblin Gang Guards Zap Knight Rascals Magic Archer
Three Musketeers Zap Goblin Gang Rascals Magic Archer
Zap Knight Goblin Gang Rascals Three Musketeers Guards
Three Musketeers Zap Goblin Gang Rascals Guards Magic Archer
Knight Goblin Gang Rascals Three Musketeers
Zap Goblin Gang Rascals Three Musketeers
Three Musketeers Knight Goblin Gang Rascals
Zap Knight Goblin Gang Rascals Three Musketeers Guards Magic Archer
Zap Knight Rascals Guards Magic Archer
Three Musketeers
Goblin Gang Rascals Knight Guards

Counters to secondary win conditions

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

Knight Goblin Gang Rascals Guards Zap
Zap Knight Goblin Gang Magic Archer
Goblin Gang Guards Zap Knight Rascals
Goblin Gang Guards Zap Knight Rascals
Knight Goblin Gang Rascals Three Musketeers Guards
Zap Goblin Gang Rascals Three Musketeers Magic Archer
Goblin Gang Rascals Guards Knight
Knight Rascals
Zap Knight Magic Archer
Goblin Gang Three Musketeers Guards
Knight Rascals Guards
Zap Guards
Rascals Knight Goblin Gang Three Musketeers Guards
Rascals Three Musketeers Magic Archer
Goblin Gang Rascals Guards Zap Knight Three Musketeers Magic Archer
Zap Rascals Magic Archer

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 Knight Rascals Guards
Zap Magic Archer
Magic Archer
Knight Rascals Guards
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Goblin Gang Three Musketeers Guards
Zap Knight Magic Archer
Zap Magic Archer
Knight Three Musketeers Magic Archer
Magic Archer
Zap Magic Archer
Zap Three Musketeers Magic Archer
Magic Archer Three Musketeers
Three Musketeers
Zap Three Musketeers Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Guards
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Goblin Gang Guards Magic Archer
Zap Three Musketeers Magic Archer
Knight Goblin Gang Rascals Three Musketeers Magic Archer
Zap Magic Archer
Zap
Three Musketeers
Zap Goblin Gang Rascals Guards Magic Archer
Zap Magic Archer
Zap Magic Archer

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