My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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

Defensive buildings

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

Goblin Cage

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 Goblin Cage Zappies Balloon Giant Skeleton Bandit

Offensive cards

Win conditions

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

Royal Giant Balloon

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 Balloon Bandit

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 Balloon Giant Skeleton Bandit

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.

Balloon Giant Skeleton Bandit

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 Balloon Giant Skeleton Bandit
Giant Snowball
Goblins Zappies Balloon
Zap
Goblins Royal Giant Zappies Balloon Bandit
Barbarian Barrel
Goblins Goblin Cage Zappies Giant Skeleton Bandit
The Log
Goblins Royal Giant Goblin Cage Zappies Giant Skeleton Bandit
Earthquake
Goblin Cage Zappies
Arrows
Goblins Zappies
Royal Delivery
Goblins Goblin Cage Zappies Balloon Giant Skeleton Bandit
Fireball
Goblin Cage Zappies Balloon Bandit
Poison
Goblin Cage Zappies Balloon
Lightning
Goblin Cage Balloon Bandit
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bandit Fireball Goblin Cage Zappies Balloon Royal Giant Giant Skeleton

Shortest cycle

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

13 Goblins Bandit Fireball Goblin Cage

Attack Synergies 1 13

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
Royal Giant
Royal Giant
Fireball Goblins Zappies Giant Skeleton Bandit
Fireball
Royal Giant
Goblin Cage
Balloon Giant Skeleton Bandit
Zappies
Royal Giant Balloon Giant Skeleton Bandit
Balloon
Goblin Cage Zappies Giant Skeleton Bandit
Giant Skeleton
Royal Giant Goblin Cage Zappies Balloon Bandit
Bandit
Royal Giant Goblin Cage Zappies Balloon Giant Skeleton

Defense Synergies 0 11

Goblins
Goblin Cage Zappies Giant Skeleton Bandit
Royal Giant
Fireball
Goblin Cage Zappies Bandit
Goblin Cage
Goblins Fireball Zappies Bandit
Zappies
Goblins Fireball Goblin Cage Giant Skeleton Bandit
Balloon
Giant Skeleton
Goblins Zappies
Bandit
Goblins Fireball Goblin Cage 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.

Fireball Goblin Cage Zappies
Goblins Goblin Cage Zappies Bandit
Goblin Cage Goblins Zappies Giant Skeleton Bandit
Goblin Cage Goblins Zappies Bandit
Fireball Goblin Cage Giant Skeleton
Fireball Goblins Zappies Bandit
Fireball Goblin Cage Zappies
Fireball Goblin Cage Giant Skeleton Bandit
Zappies Goblins Goblin Cage
Goblins Zappies Giant Skeleton Bandit
Goblins Fireball Zappies Giant Skeleton Bandit
Fireball Zappies
Goblin Cage Fireball Zappies Giant Skeleton Bandit
Fireball Goblins Goblin Cage Zappies
Goblin Cage Zappies Bandit
Fireball Goblin Cage Zappies Bandit
Goblins Fireball Goblin Cage Zappies
Fireball Goblin Cage Goblins Zappies Bandit
Goblin Cage Fireball Zappies Giant Skeleton Bandit
Goblin Cage Zappies
Goblins Fireball Zappies Giant Skeleton Bandit

Counters to secondary win conditions

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

Goblins Fireball Goblin Cage Zappies Giant Skeleton Bandit
Fireball Bandit
Zappies Giant Skeleton Bandit Goblins Goblin Cage
Giant Skeleton Fireball Goblin Cage Zappies Bandit
Giant Skeleton Goblin Cage Zappies Bandit
Fireball Zappies
Goblins Fireball Goblin Cage Zappies Giant Skeleton Bandit
Giant Skeleton Goblin Cage Zappies
Goblin Cage Giant Skeleton Goblins Fireball Zappies Bandit
Goblin Cage Zappies
Goblin Cage Zappies Giant Skeleton
Fireball Goblin Cage Giant Skeleton
Giant Skeleton Fireball Goblin Cage Zappies Bandit
Fireball Goblin Cage Zappies
Zappies Goblins Fireball Goblin Cage Giant Skeleton
Fireball Goblin Cage Zappies Giant Skeleton
Fireball Goblin Cage

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 Bandit
Fireball Bandit
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball
Fireball
Fireball
Fireball Bandit
Goblins Fireball
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball
Fireball Giant Skeleton
Fireball
Fireball
Fireball
Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball
Fireball Zappies
Fireball
Fireball Bandit
Fireball Zappies
Giant Skeleton
Fireball
Fireball Zappies Bandit
Fireball Zappies
Fireball
Fireball
Fireball
Fireball Giant Skeleton
Fireball Zappies Giant Skeleton
Fireball Zappies
Fireball Giant Skeleton Bandit

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