My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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.

Goblin Gang Rascals Dart Goblin Electro Wizard

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.

Skeletons Rascals Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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 Royal Giant

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Rascals Royal Giant Dart Goblin

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.

Electro Wizard

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
Skeletons Goblin Gang Royal Giant Guards
Giant Snowball
Skeletons Goblin Gang Dart Goblin Guards
Zap
Skeletons Goblin Gang Royal Giant Dart Goblin Guards
Barbarian Barrel
Skeletons Goblin Gang Rascals Dart Goblin Guards Electro Wizard
The Log
Skeletons Goblin Gang Rascals Royal Giant Dart Goblin Guards
Earthquake
Skeletons Goblin Gang Guards
Arrows
Skeletons Goblin Gang Rascals Dart Goblin Guards
Royal Delivery
Skeletons Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Fireball
Goblin Gang Rascals Dart Goblin Electro Wizard
Poison
Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Lightning
Electro Wizard
Rocket
Rascals

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.

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.

Royal Giant

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 Dart Goblin Electro 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Goblin Gang Dart Goblin Guards Electro Wizard Rascals Royal Giant

Shortest cycle

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

9 Skeletons Zap Goblin Gang Dart Goblin

Attack Synergies 2 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.

Skeletons
Zap
Electro Wizard Royal Giant Dart Goblin Guards
Goblin Gang
Royal Giant Dart Goblin
Rascals
Dart Goblin Electro Wizard
Royal Giant
Dart Goblin Zap Goblin Gang Guards Electro Wizard
Dart Goblin
Royal Giant Zap Goblin Gang Rascals
Guards
Zap Royal Giant
Electro Wizard
Zap Rascals Royal Giant

Defense Synergies 2 14

Skeletons
Dart Goblin Zap Electro Wizard
Zap
Electro Wizard Skeletons Goblin Gang Rascals Dart Goblin Guards
Goblin Gang
Zap Rascals Dart Goblin Guards Electro Wizard
Rascals
Zap Goblin Gang Dart Goblin
Royal Giant
Dart Goblin
Skeletons Zap Goblin Gang Rascals Guards Electro Wizard
Guards
Zap Goblin Gang Dart Goblin Electro Wizard
Electro Wizard
Zap Skeletons Goblin Gang Dart Goblin 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 Dart Goblin Electro Wizard
Skeletons Zap Goblin Gang Rascals Dart Goblin Electro Wizard
Goblin Gang Skeletons Rascals Dart Goblin Electro Wizard
Skeletons Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Goblin Gang Skeletons Zap Rascals Dart Goblin Guards Electro Wizard
Dart Goblin Electro Wizard Zap Goblin Gang Rascals
Zap Rascals Dart Goblin Electro Wizard
Skeletons Goblin Gang Rascals
Goblin Gang Guards Skeletons Rascals Dart Goblin Electro Wizard
Goblin Gang Dart Goblin Guards Electro Wizard Skeletons Zap Rascals
Zap Goblin Gang Rascals Dart Goblin Electro Wizard
Skeletons Zap Goblin Gang Rascals Guards Electro Wizard
Zap Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Goblin Gang Rascals Electro Wizard
Zap Goblin Gang Rascals Electro Wizard
Skeletons Goblin Gang Rascals Electro Wizard
Zap Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Zap Rascals Dart Goblin Guards Electro Wizard
Dart Goblin Electro Wizard
Goblin Gang Rascals Dart Goblin Guards Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Rascals Guards Skeletons Zap Electro Wizard
Electro Wizard Zap Goblin Gang
Goblin Gang Guards Skeletons Zap Rascals Electro Wizard
Goblin Gang Guards Zap Rascals Electro Wizard
Skeletons Goblin Gang Rascals Guards
Skeletons Zap Goblin Gang Rascals Dart Goblin Electro Wizard
Goblin Gang Rascals Guards Skeletons Dart Goblin Electro Wizard
Rascals
Zap Electro Wizard Skeletons
Skeletons Goblin Gang Dart Goblin Guards
Rascals Dart Goblin Guards
Zap Guards Electro Wizard
Rascals Skeletons Goblin Gang Guards
Rascals Dart Goblin
Goblin Gang Rascals Guards Electro Wizard Skeletons Zap Dart Goblin
Zap Rascals Dart Goblin Electro Wizard

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.)

Rascals Dart Goblin Guards
Zap Dart Goblin Electro Wizard
Dart Goblin
Rascals Dart Goblin Guards
Zap
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Goblin Gang Guards Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin
Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin Electro Wizard
Zap Dart Goblin
Zap
Zap
Zap Dart Goblin Electro Wizard
Zap
Zap Dart Goblin
Zap Dart Goblin Electro Wizard
Zap Electro Wizard Dart Goblin Guards
Zap Dart Goblin
Zap Electro Wizard
Zap Electro Wizard Goblin Gang Dart Goblin Guards
Zap Dart Goblin Electro Wizard
Goblin Gang Rascals Dart Goblin Electro Wizard
Zap Dart Goblin
Zap
Dart Goblin
Zap Goblin Gang Rascals Dart Goblin Guards Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard

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