My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Goblin Gang Zappies

Defensive buildings

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

Cannon

Investments

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

Archers Battle Ram Zappies

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

The Log

Punishments

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

Goblin Gang Battle Ram Wall Breakers

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.

Electro Spirit Goblin Gang Battle Ram Wall Breakers

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 Spirit

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
Archers Goblin Gang Battle Ram Wall Breakers
Giant Snowball
Archers Cannon Goblin Gang Battle Ram Zappies Wall Breakers
Zap
Archers Cannon Goblin Gang Battle Ram Zappies Wall Breakers
Barbarian Barrel
Electro Spirit Archers Cannon Goblin Gang Battle Ram Zappies Wall Breakers
The Log
Electro Spirit Archers Cannon Goblin Gang Battle Ram Zappies Wall Breakers
Earthquake
Archers Cannon Goblin Gang Zappies
Arrows
Electro Spirit Archers Goblin Gang Zappies Wall Breakers
Royal Delivery
Electro Spirit Archers Goblin Gang Battle Ram Zappies Wall Breakers
Fireball
Archers Cannon Goblin Gang Battle Ram Zappies Wall Breakers
Poison
Archers Cannon Goblin Gang Zappies
Lightning
Cannon Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit The Log

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.

Electro Spirit Battle Ram

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.

Electro Spirit Wall Breakers The Log Archers Cannon Goblin Gang Battle Ram Zappies

Shortest cycle

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

8 Electro Spirit Wall Breakers The Log Archers

Attack Synergies 1 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.

Electro Spirit
Battle Ram Wall Breakers
Archers
Battle Ram Wall Breakers
Cannon
Goblin Gang
Battle Ram
Battle Ram
The Log Electro Spirit Archers Goblin Gang Zappies Wall Breakers
Zappies
Battle Ram Wall Breakers
Wall Breakers
Electro Spirit Archers Battle Ram Zappies The Log
The Log
Battle Ram Wall Breakers

Defense Synergies 1 8

Electro Spirit
The Log
Archers
Cannon Goblin Gang The Log
Cannon
The Log Archers Goblin Gang
Goblin Gang
Archers Cannon Zappies The Log
Battle Ram
Zappies
Goblin Gang The Log
Wall Breakers
The Log
Cannon Electro Spirit Archers Goblin Gang 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.

Cannon Zappies The Log
Cannon Goblin Gang Zappies The Log
Cannon Goblin Gang Archers Zappies
Cannon Goblin Gang Zappies
The Log
Goblin Gang The Log Electro Spirit Archers Cannon Zappies
Electro Spirit Archers Cannon Goblin Gang Zappies
Electro Spirit Cannon The Log
Cannon Zappies Goblin Gang
Goblin Gang Archers Cannon Zappies
Archers Goblin Gang Electro Spirit Cannon Zappies The Log
Archers Goblin Gang Zappies
Cannon Goblin Gang Zappies The Log
Electro Spirit Cannon Goblin Gang Zappies The Log
Cannon Goblin Gang Zappies
Cannon Goblin Gang Zappies The Log
Cannon Goblin Gang Zappies
Cannon Electro Spirit Archers Goblin Gang Zappies The Log
The Log Electro Spirit Archers Cannon Zappies
Cannon Zappies
Goblin Gang Electro Spirit Archers Cannon Zappies The Log

Counters to secondary win conditions

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

Goblin Gang Archers Zappies
Archers Goblin Gang The Log
Goblin Gang Zappies The Log
Goblin Gang Zappies The Log
Cannon Goblin Gang Zappies
Electro Spirit Archers Goblin Gang Zappies
Goblin Gang Archers Zappies
Zappies
Electro Spirit Zappies The Log
Cannon Goblin Gang Zappies
Zappies
The Log
Cannon Goblin Gang Zappies
Archers Cannon Zappies
Goblin Gang Zappies Electro Spirit Archers The Log
Electro Spirit Archers Cannon Zappies The Log

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.)

The Log
The Log
The Log
The Log
The Log
Electro Spirit
Archers The Log
The Log
The Log
Goblin Gang
The Log
Archers
The Log
The Log
The Log
The Log
Archers The Log
The Log
The Log
The Log
The Log
The Log Electro Spirit
The Log
The Log
The Log
Archers
Electro Spirit Zappies
The Log
Electro Spirit Zappies
The Log
Electro Spirit Archers Goblin Gang Zappies
Archers Zappies
The Log
Goblin Gang
The Log
Electro Spirit Goblin Gang Zappies The Log
Zappies
The Log

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