My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Firecracker Zappies

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.

Firecracker Zappies Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Royal Hogs Mega Knight

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 Royal Hogs Mega Knight

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.

Firecracker Royal Hogs

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 Royal Hogs Guards
Giant Snowball
Goblin Gang Zappies Royal Hogs Guards
Zap
Goblin Gang Firecracker Zappies Royal Hogs Guards
Barbarian Barrel
Goblin Gang Firecracker Zappies Royal Hogs Guards
The Log
Goblin Gang Firecracker Zappies Royal Hogs Guards
Earthquake
Goblin Gang Firecracker Zappies Royal Hogs Guards
Arrows
Goblin Gang Firecracker Zappies Royal Hogs Guards
Royal Delivery
Goblin Gang Firecracker Zappies Royal Hogs Guards
Fireball
Goblin Gang Firecracker Zappies Royal Hogs
Poison
Goblin Gang Firecracker Zappies Royal Hogs Guards
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Mega Knight

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.

Arrows Guards Mega Knight

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Goblin Gang Firecracker Guards Zappies Royal Hogs Mega Knight

Shortest cycle

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

11 Zap Arrows Goblin Gang Firecracker

Attack Synergies 3 14

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
Arrows Firecracker Zappies Royal Hogs Guards Mega Knight
Arrows
Zap Royal Hogs Mega Knight
Goblin Gang
Firecracker Royal Hogs
Firecracker
Zap Goblin Gang Zappies Royal Hogs Mega Knight
Zappies
Zap Firecracker Royal Hogs Mega Knight
Royal Hogs
Arrows Zap Goblin Gang Firecracker Zappies Guards Mega Knight
Guards
Zap Royal Hogs
Mega Knight
Zap Arrows Firecracker Zappies Royal Hogs

Defense Synergies 2 13

Zap
Mega Knight Arrows Goblin Gang Firecracker Zappies Guards
Arrows
Mega Knight Zap
Goblin Gang
Zap Firecracker Zappies Guards
Firecracker
Zap Goblin Gang Zappies Guards Mega Knight
Zappies
Zap Goblin Gang Firecracker Guards Mega Knight
Royal Hogs
Guards
Zap Goblin Gang Firecracker Zappies
Mega Knight
Zap Arrows Firecracker Zappies

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 Firecracker Zappies
Zap Goblin Gang Firecracker Zappies Mega Knight
Goblin Gang Mega Knight Zappies
Goblin Gang Firecracker Zappies Guards Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Zap Firecracker Zappies Guards Mega Knight
Zap Arrows Goblin Gang Firecracker Zappies
Zap Arrows Mega Knight
Zappies Goblin Gang
Goblin Gang Guards Firecracker Zappies Mega Knight
Goblin Gang Guards Zap Arrows Firecracker Zappies Mega Knight
Arrows Zap Goblin Gang Firecracker Zappies
Mega Knight Zap Goblin Gang Zappies Guards
Mega Knight Zap Arrows Goblin Gang Firecracker Zappies Guards
Goblin Gang Zappies Mega Knight
Zap Goblin Gang Zappies Mega Knight
Mega Knight Arrows Goblin Gang Firecracker Zappies
Arrows Mega Knight Zap Goblin Gang Firecracker Zappies Guards
Zap Arrows Firecracker Zappies Guards Mega Knight
Zappies
Goblin Gang Mega Knight Arrows Firecracker Zappies Guards

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Zap Zappies
Zap Arrows Goblin Gang Firecracker Mega Knight
Goblin Gang Zappies Guards Mega Knight Zap
Goblin Gang Guards Mega Knight Zap Zappies
Goblin Gang Zappies Guards Mega Knight
Arrows Firecracker Zap Goblin Gang Zappies
Goblin Gang Guards Zappies
Mega Knight Zappies
Zap Mega Knight Firecracker Zappies
Goblin Gang Zappies Guards
Mega Knight Zappies Guards
Mega Knight Zap Arrows Guards
Mega Knight Goblin Gang Zappies Guards
Firecracker Zappies Mega Knight
Goblin Gang Zappies Guards Zap Firecracker
Arrows Mega Knight Zap Firecracker Zappies

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.)

Arrows Firecracker Guards
Arrows Firecracker Zap
Arrows
Arrows Firecracker Guards
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Goblin Gang Guards
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Zap Arrows Firecracker Mega Knight
Zap Arrows Firecracker Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap
Zap Arrows Mega Knight
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Firecracker Zappies Guards
Zap Arrows Mega Knight
Zap Arrows Firecracker Zappies
Mega Knight
Arrows Firecracker
Zap Goblin Gang Zappies Guards
Zap Arrows Firecracker Zappies
Arrows
Goblin Gang Firecracker Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker Mega Knight
Zap Goblin Gang Firecracker Zappies Guards
Firecracker Zap Zappies
Zap Firecracker Mega Knight

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