My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

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.

Missing

Investments

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

Knight Zappies Bowler

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.

Fireball Tornado

Punishments

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

Royal Hogs

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.

Electro Spirit Goblins Knight Royal Hogs

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 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
Royal Hogs
Giant Snowball
Goblins Zappies Royal Hogs
Zap
Goblins Zappies Royal Hogs
Barbarian Barrel
Electro Spirit Goblins Knight Zappies Royal Hogs
The Log
Electro Spirit Goblins Zappies Royal Hogs
Earthquake
Zappies Royal Hogs
Arrows
Electro Spirit Goblins Zappies Royal Hogs
Royal Delivery
Electro Spirit Goblins Knight Zappies Royal Hogs Bowler
Fireball
Zappies Royal Hogs Bowler
Poison
Zappies Royal Hogs
Lightning
Knight Bowler
Rocket
Royal Hogs Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Tornado Bowler

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 Knight Tornado Bowler

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblins Knight Tornado Fireball Zappies Royal Hogs Bowler

Shortest cycle

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

9 Electro Spirit Goblins Knight Tornado

Attack Synergies 1 10

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
Fireball Bowler
Goblins
Knight
Fireball Zappies Royal Hogs
Fireball
Tornado Electro Spirit Knight Royal Hogs
Zappies
Knight Royal Hogs Bowler
Royal Hogs
Knight Fireball Zappies Bowler
Tornado
Fireball Bowler
Bowler
Electro Spirit Zappies Royal Hogs Tornado

Defense Synergies 2 9

Electro Spirit
Goblins
Knight Zappies
Knight
Goblins Fireball Zappies Tornado Bowler
Fireball
Tornado Knight Zappies
Zappies
Goblins Knight Fireball Tornado Bowler
Royal Hogs
Tornado
Fireball Bowler Knight Zappies
Bowler
Tornado Knight 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.

Bowler Knight Fireball Zappies
Goblins Knight Zappies
Tornado Bowler Goblins Knight Zappies
Goblins Knight Zappies Bowler
Fireball Tornado Bowler
Fireball Tornado Bowler Electro Spirit Goblins Zappies
Tornado Electro Spirit Fireball Zappies
Bowler Electro Spirit Fireball
Zappies Goblins Tornado
Knight Tornado Goblins Zappies Bowler
Goblins Electro Spirit Knight Fireball Zappies Tornado Bowler
Fireball Zappies Tornado
Bowler Knight Fireball Zappies
Fireball Bowler Electro Spirit Goblins Zappies Tornado
Knight Zappies
Tornado Fireball Zappies Bowler
Goblins Knight Fireball Zappies Tornado Bowler
Fireball Electro Spirit Goblins Knight Zappies Tornado Bowler
Tornado Electro Spirit Knight Fireball Zappies Bowler
Zappies Tornado
Bowler Electro Spirit Goblins Knight Fireball Zappies

Counters to secondary win conditions

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

Knight Goblins Fireball Zappies Bowler
Fireball Knight Bowler
Zappies Goblins Knight Bowler
Bowler Knight Fireball Zappies Tornado
Knight Zappies Bowler
Fireball Electro Spirit Zappies Tornado
Goblins Knight Fireball Zappies Bowler
Knight Zappies
Electro Spirit Goblins Knight Fireball Zappies Tornado
Zappies
Knight Zappies Bowler
Fireball Tornado Bowler
Bowler Knight Fireball Zappies
Fireball Zappies Bowler
Zappies Electro Spirit Goblins Knight Fireball Tornado Bowler
Bowler Electro Spirit Fireball 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.)

Fireball Knight
Fireball Tornado Bowler
Fireball
Knight Fireball
Fireball Bowler
Fireball Electro Spirit Tornado
Tornado Bowler
Fireball Tornado Bowler
Fireball Tornado
Goblins Fireball Tornado Bowler
Knight Fireball Tornado Bowler
Fireball Tornado
Knight Fireball Bowler
Fireball
Fireball
Fireball Bowler
Fireball Bowler
Fireball Tornado
Fireball Bowler
Fireball Tornado Bowler
Fireball Bowler
Fireball Tornado
Tornado Bowler
Fireball
Tornado Electro Spirit Fireball Bowler
Fireball Tornado Bowler
Fireball Tornado Bowler
Fireball Tornado
Fireball Tornado
Electro Spirit Fireball Zappies
Fireball Bowler
Fireball
Electro Spirit Fireball Zappies
Fireball Bowler
Electro Spirit Fireball Zappies
Fireball Zappies Tornado
Fireball
Fireball Knight Bowler
Fireball Bowler
Fireball Tornado
Electro Spirit Fireball Zappies Tornado Bowler
Fireball Zappies Tornado
Fireball Tornado Bowler

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