My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Flying Machine Zappies Ram Rider

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 Flying Machine Zappies Barbarian Hut Ram Rider

Offensive cards

Win conditions

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

Goblin Barrel Ram Rider

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 Barrel Ram Rider

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.

Goblins Knight Flying Machine 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.

Goblin Barrel 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 Barrel Ram Rider
Giant Snowball
Goblins Flying Machine Zappies Goblin Barrel Ram Rider
Zap
Goblins Flying Machine Zappies Goblin Barrel Ram Rider
Barbarian Barrel
Goblins Knight Zappies Barbarian Hut Goblin Barrel
The Log
Goblins Zappies Barbarian Hut Goblin Barrel Ram Rider
Earthquake
Zappies Barbarian Hut Goblin Barrel
Arrows
Goblins Flying Machine Zappies Goblin Barrel
Royal Delivery
Goblins Knight Flying Machine Zappies Goblin Barrel Ram Rider
Fireball
Flying Machine Zappies Barbarian Hut Goblin Barrel Ram Rider
Poison
Flying Machine Zappies Barbarian Hut
Lightning
Knight Barbarian Hut Ram Rider
Rocket
Barbarian Hut Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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

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 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.

Goblins Zap Knight Goblin Barrel Flying Machine Zappies Ram Rider Barbarian Hut

Shortest cycle

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

10 Goblins Zap Knight Goblin Barrel

Attack Synergies 2 17

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
Zap
Zap
Ram Rider Goblins Knight Flying Machine Zappies Barbarian Hut
Knight
Goblin Barrel Zap Flying Machine Zappies Barbarian Hut Ram Rider
Flying Machine
Zap Knight Zappies Barbarian Hut Ram Rider
Zappies
Zap Knight Flying Machine Goblin Barrel Ram Rider
Barbarian Hut
Zap Knight Flying Machine Goblin Barrel Ram Rider
Goblin Barrel
Knight Zappies Barbarian Hut Ram Rider
Ram Rider
Zap Knight Flying Machine Zappies Barbarian Hut Goblin Barrel

Defense Synergies 0 14

Goblins
Zap Knight Flying Machine Zappies
Zap
Goblins Knight Flying Machine Zappies Barbarian Hut Ram Rider
Knight
Goblins Zap Flying Machine Zappies Barbarian Hut
Flying Machine
Goblins Zap Knight Zappies Barbarian Hut
Zappies
Goblins Zap Knight Flying Machine
Barbarian Hut
Zap Knight Flying Machine
Goblin Barrel
Ram Rider
Zap

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.

Barbarian Hut Zap Knight Flying Machine Zappies Ram Rider
Barbarian Hut Goblins Zap Knight Flying Machine Zappies Ram Rider
Barbarian Hut Ram Rider Goblins Knight Zappies
Barbarian Hut Goblins Knight Zappies Ram Rider
Goblins Zap Flying Machine Zappies
Ram Rider Zap Flying Machine Zappies Barbarian Hut
Barbarian Hut Zap Flying Machine Ram Rider
Zappies Barbarian Hut Goblins
Knight Goblins Zappies
Goblins Zap Knight Flying Machine Zappies Ram Rider
Zap Flying Machine Zappies Barbarian Hut Ram Rider
Barbarian Hut Zap Knight Flying Machine Zappies Ram Rider
Barbarian Hut Goblins Zap Zappies
Barbarian Hut Knight Zappies Ram Rider
Barbarian Hut Zap Zappies Ram Rider
Barbarian Hut Goblins Knight Zappies
Goblins Zap Knight Flying Machine Zappies Barbarian Hut Ram Rider
Zap Knight Flying Machine Zappies Barbarian Hut Ram Rider
Barbarian Hut Zappies Ram Rider
Goblins Knight Flying Machine Zappies

Counters to secondary win conditions

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

Knight Barbarian Hut Goblins Zap Zappies
Zap Knight Flying Machine
Zappies Goblins Zap Knight Barbarian Hut Ram Rider
Zap Knight Zappies Barbarian Hut Ram Rider
Barbarian Hut Knight Zappies Ram Rider
Zap Flying Machine Zappies Ram Rider
Goblins Knight Flying Machine Zappies Barbarian Hut Ram Rider
Knight Zappies Barbarian Hut
Zap Goblins Knight Flying Machine Zappies Barbarian Hut
Zappies Barbarian Hut
Knight Flying Machine Zappies
Zap
Knight Zappies Barbarian Hut Ram Rider
Flying Machine Zappies Barbarian Hut
Zappies Goblins Zap Knight Flying Machine Barbarian Hut
Zap Flying Machine Zappies Barbarian Hut

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 Flying Machine Barbarian Hut
Zap Flying Machine Ram Rider
Flying Machine Barbarian Hut
Knight Flying Machine Barbarian Hut
Zap
Zap Flying Machine Ram Rider
Flying Machine
Zap Flying Machine Barbarian Hut Ram Rider
Zap Flying Machine Ram Rider
Goblins
Zap Knight Flying Machine Ram Rider
Zap Flying Machine
Flying Machine Knight Barbarian Hut
Flying Machine
Zap Flying Machine Barbarian Hut
Zap Flying Machine Barbarian Hut
Flying Machine Barbarian Hut
Zap Flying Machine
Zap Flying Machine
Zap Flying Machine Barbarian Hut
Zap
Zap Flying Machine Ram Rider
Zap Flying Machine Ram Rider
Zap
Zap Flying Machine
Zap Flying Machine Zappies
Zap
Zap Zappies
Zap Flying Machine Zappies Barbarian Hut
Zap Flying Machine Zappies Ram Rider
Knight Flying Machine
Zap Flying Machine
Zap
Flying Machine
Zap Flying Machine Zappies
Zap Flying Machine Zappies
Zap Flying Machine

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