My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Magic Archer

Defensive buildings

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

Goblin Drill

Investments

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

Skeletons Electro Giant Bandit Magic Archer

Offensive cards

Win conditions

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

Goblin Drill Electro Giant

Damage spells

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

Rage

Punishments

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

Bandit

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Electro Spirit Goblins Electro Giant Bandit Magic Archer

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 Goblin Drill Bandit Magic Archer

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 Drill Bandit
Giant Snowball
Skeletons Goblins Goblin Drill
Zap
Skeletons Goblins Goblin Drill Bandit
Barbarian Barrel
Skeletons Electro Spirit Goblins Goblin Drill Bandit Magic Archer
The Log
Skeletons Electro Spirit Goblins Goblin Drill Bandit
Earthquake
Skeletons Goblin Drill
Arrows
Skeletons Electro Spirit Goblins Goblin Drill
Royal Delivery
Skeletons Electro Spirit Goblins Goblin Drill Bandit Magic Archer
Fireball
Goblin Drill Bandit Magic Archer
Poison
Goblin Drill Magic Archer
Lightning
Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Electro Giant Magic Archer

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 Rage Goblin Drill Electro 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.

Goblins

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Goblins Rage Bandit Goblin Drill Magic Archer Electro Giant

Shortest cycle

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

6 Skeletons Electro Spirit Goblins Rage

Attack Synergies 0 6

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
Electro Spirit
Goblin Drill Electro Giant Bandit
Goblins
Goblin Drill
Rage
Goblin Drill
Electro Spirit Goblins Bandit
Electro Giant
Electro Spirit
Bandit
Electro Spirit Goblin Drill Magic Archer
Magic Archer
Bandit

Defense Synergies 0 8

Skeletons
Electro Spirit Bandit Magic Archer
Electro Spirit
Skeletons Goblin Drill
Goblins
Bandit Magic Archer
Rage
Goblin Drill
Electro Spirit Magic Archer
Electro Giant
Bandit
Skeletons Goblins Magic Archer
Magic Archer
Skeletons Goblins Goblin Drill Bandit

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.

Magic Archer
Skeletons Goblins Goblin Drill Bandit
Skeletons Goblins Goblin Drill Bandit
Skeletons Goblins Goblin Drill Bandit
Skeletons Electro Spirit Goblins Bandit Magic Archer
Electro Spirit Magic Archer
Electro Spirit Electro Giant Bandit Magic Archer
Skeletons Goblins Goblin Drill
Skeletons Goblins Bandit
Goblins Skeletons Electro Spirit Goblin Drill Electro Giant Bandit Magic Archer
Magic Archer
Goblin Drill Skeletons Bandit
Electro Spirit Goblins Goblin Drill Magic Archer
Goblin Drill Bandit
Goblin Drill Electro Giant Bandit
Skeletons Goblins Goblin Drill
Electro Spirit Goblins Goblin Drill Bandit Magic Archer
Goblin Drill Electro Spirit Bandit Magic Archer
Goblin Drill
Electro Spirit Goblins Electro Giant Bandit

Counters to secondary win conditions

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

Skeletons Goblins Electro Giant Bandit
Bandit Magic Archer
Bandit Skeletons Goblins
Bandit
Skeletons Goblin Drill Bandit
Electro Giant Skeletons Electro Spirit Magic Archer
Skeletons Goblins Bandit
Skeletons Electro Spirit Goblins Bandit Magic Archer
Skeletons Goblin Drill
Electro Giant
Skeletons Bandit
Electro Giant Magic Archer
Electro Giant Skeletons Electro Spirit Goblins Goblin Drill Magic Archer
Electro Spirit Electro Giant Magic Archer

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.)

Magic Archer Goblin Drill Bandit
Bandit Magic Archer
Goblin Drill Bandit Magic Archer
Magic Archer
Electro Giant Electro Spirit Magic Archer
Magic Archer
Magic Archer
Bandit
Goblins
Bandit Magic Archer
Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Magic Archer
Goblin Drill Bandit Magic Archer
Magic Archer Bandit
Bandit Magic Archer
Electro Giant Magic Archer
Magic Archer
Goblin Drill
Electro Giant Electro Spirit Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Electro Giant Magic Archer
Electro Spirit Electro Giant
Bandit Magic Archer
Electro Spirit Magic Archer
Magic Archer
Electro Spirit Bandit Magic Archer
Magic Archer
Magic Archer
Magic Archer
Electro Giant
Electro Giant Electro Spirit Magic Archer
Magic Archer
Electro Giant Bandit Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: