My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Wizard

Defensive buildings

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

Tombstone

Investments

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

Royal Giant Tombstone Zappies Wizard Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Fireball

Punishments

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

Royal Giant Hog Rider

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.

Goblins Royal Giant Hog Rider 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.

Hog Rider 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
Royal Giant Hog Rider Giant Skeleton
Giant Snowball
Goblins Tombstone Hog Rider Zappies
Zap
Goblins Royal Giant Tombstone Zappies
Barbarian Barrel
Goblins Tombstone Zappies Wizard Giant Skeleton
The Log
Goblins Royal Giant Tombstone Hog Rider Zappies Giant Skeleton
Earthquake
Tombstone Hog Rider Zappies
Arrows
Goblins Tombstone Zappies
Royal Delivery
Goblins Hog Rider Zappies Wizard Giant Skeleton
Fireball
Tombstone Hog Rider Zappies Wizard
Poison
Tombstone Zappies Wizard
Lightning
Tombstone Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Tombstone 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.

Royal Giant 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.

Goblins Fireball Wizard

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 Tombstone Fireball Hog Rider Zappies Wizard Royal Giant Giant Skeleton

Shortest cycle

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

13 Goblins Tombstone Fireball Hog Rider

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
Hog Rider Royal Giant
Royal Giant
Fireball Goblins Hog Rider Zappies Wizard Giant Skeleton
Tombstone
Fireball
Royal Giant Hog Rider
Hog Rider
Goblins Fireball Royal Giant Zappies Wizard Giant Skeleton
Zappies
Royal Giant Hog Rider Giant Skeleton
Wizard
Royal Giant Hog Rider Giant Skeleton
Giant Skeleton
Royal Giant Hog Rider Zappies Wizard

Defense Synergies 0 10

Goblins
Tombstone Zappies Wizard Giant Skeleton
Royal Giant
Tombstone
Goblins Fireball Zappies Wizard
Fireball
Tombstone Zappies
Hog Rider
Zappies
Goblins Tombstone Fireball Giant Skeleton
Wizard
Goblins Tombstone Giant Skeleton
Giant Skeleton
Goblins Zappies Wizard

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.

Tombstone Fireball Zappies Wizard
Goblins Tombstone Zappies
Goblins Tombstone Zappies Giant Skeleton
Goblins Tombstone Zappies
Tombstone Fireball Giant Skeleton
Fireball Goblins Zappies
Tombstone Fireball Zappies Wizard
Fireball Giant Skeleton
Zappies Goblins Tombstone
Goblins Zappies Giant Skeleton
Goblins Tombstone Fireball Zappies Wizard Giant Skeleton
Fireball Zappies Wizard
Tombstone Fireball Zappies Wizard Giant Skeleton
Fireball Wizard Goblins Tombstone Zappies
Tombstone Zappies
Fireball Zappies
Wizard Goblins Tombstone Fireball Zappies
Tombstone Fireball Goblins Zappies Wizard
Wizard Tombstone Fireball Zappies Giant Skeleton
Zappies
Wizard Goblins Fireball Zappies Giant Skeleton

Counters to secondary win conditions

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

Goblins Tombstone Fireball Zappies Giant Skeleton
Fireball Wizard
Tombstone Zappies Giant Skeleton Goblins
Giant Skeleton Fireball Zappies
Giant Skeleton Tombstone Zappies
Fireball Wizard Zappies
Goblins Tombstone Fireball Zappies Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Goblins Tombstone Fireball Zappies
Tombstone Zappies
Tombstone Zappies Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Tombstone Fireball Zappies Wizard
Wizard Fireball Zappies
Tombstone Zappies Goblins Fireball Giant Skeleton
Fireball Zappies Wizard 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 Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Wizard
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Goblins Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Giant Skeleton
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Zappies Wizard
Fireball
Fireball Wizard
Fireball Zappies
Giant Skeleton
Fireball Wizard
Tombstone Fireball Zappies
Fireball Zappies Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Giant Skeleton
Fireball Zappies Giant Skeleton
Fireball Zappies
Fireball Giant Skeleton

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