My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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.

Zappies Inferno Tower Executioner Electro Wizard

Defensive buildings

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

Inferno Tower

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 Zappies Executioner Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant

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.

Goblins Barbarians Royal Giant

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 Wizard

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
Giant Snowball
Goblins Barbarians Zappies
Zap
Goblins Royal Giant Zappies Inferno Tower
Barbarian Barrel
Goblins Barbarians Zappies Inferno Tower Executioner Electro Wizard
The Log
Goblins Barbarians Royal Giant Zappies
Earthquake
Barbarians Zappies Inferno Tower
Arrows
Goblins Zappies
Royal Delivery
Goblins Barbarians Zappies Executioner Electro Wizard
Fireball
Barbarians Zappies Inferno Tower Executioner Electro Wizard
Poison
Barbarians Zappies Inferno Tower Executioner Electro Wizard
Lightning
Inferno Tower Executioner Electro Wizard
Rocket
Barbarians Inferno Tower Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

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 Inferno Tower Executioner

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

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 Barbarians Electro Wizard

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.

Goblins Arrows Zappies Electro Wizard Barbarians Inferno Tower Executioner Royal Giant

Shortest cycle

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

13 Goblins Arrows Zappies Electro Wizard

Attack Synergies 1 4

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
Arrows
Royal Giant
Barbarians
Royal Giant
Arrows Goblins Zappies Executioner Electro Wizard
Zappies
Royal Giant
Inferno Tower
Executioner
Royal Giant
Electro Wizard
Royal Giant

Defense Synergies 1 7

Goblins
Zappies Inferno Tower Electro Wizard
Arrows
Barbarians Inferno Tower
Barbarians
Arrows Zappies
Royal Giant
Zappies
Goblins Barbarians Electro Wizard
Inferno Tower
Electro Wizard Goblins Arrows
Executioner
Electro Wizard
Inferno Tower Goblins 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.

Zappies Inferno Tower Executioner Electro Wizard
Barbarians Inferno Tower Goblins Zappies Executioner Electro Wizard
Barbarians Inferno Tower Goblins Zappies Executioner Electro Wizard
Barbarians Inferno Tower Goblins Zappies Electro Wizard
Arrows Barbarians
Arrows Goblins Zappies Executioner Electro Wizard
Inferno Tower Electro Wizard Arrows Zappies Executioner
Arrows Barbarians Inferno Tower Electro Wizard
Barbarians Zappies Inferno Tower Goblins
Goblins Barbarians Zappies Inferno Tower Electro Wizard
Goblins Barbarians Executioner Electro Wizard Arrows Zappies
Arrows Inferno Tower Executioner Zappies Electro Wizard
Barbarians Inferno Tower Zappies Electro Wizard
Executioner Goblins Arrows Barbarians Zappies Electro Wizard
Barbarians Inferno Tower Zappies Electro Wizard
Barbarians Inferno Tower Zappies Electro Wizard
Barbarians Goblins Arrows Zappies Inferno Tower Executioner Electro Wizard
Arrows Goblins Barbarians Zappies Executioner Electro Wizard
Arrows Executioner Barbarians Zappies Electro Wizard
Barbarians Zappies Inferno Tower Electro Wizard
Goblins Arrows Barbarians Zappies Executioner Electro Wizard

Counters to secondary win conditions

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

Barbarians Goblins Zappies Inferno Tower Electro Wizard
Electro Wizard Arrows Executioner
Barbarians Zappies Goblins Inferno Tower Electro Wizard
Barbarians Zappies Inferno Tower Electro Wizard
Barbarians Inferno Tower Zappies Executioner
Arrows Executioner Zappies Electro Wizard
Goblins Barbarians Zappies Inferno Tower Electro Wizard
Inferno Tower Barbarians Zappies
Electro Wizard Goblins Barbarians Zappies Inferno Tower
Inferno Tower Barbarians Zappies
Barbarians Zappies Inferno Tower
Arrows Barbarians Electro Wizard
Barbarians Zappies Inferno Tower Executioner
Barbarians Zappies Executioner
Barbarians Zappies Inferno Tower Electro Wizard Goblins Executioner
Arrows Executioner Barbarians Zappies Inferno Tower Electro Wizard

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
Arrows Executioner Electro Wizard
Arrows
Arrows Barbarians
Executioner Arrows
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows
Goblins Electro Wizard
Arrows Electro Wizard
Arrows Executioner
Executioner
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows
Arrows Executioner Electro Wizard
Arrows
Arrows
Arrows Barbarians
Arrows Executioner
Arrows Executioner Electro Wizard
Arrows
Arrows
Arrows Executioner Electro Wizard
Electro Wizard Zappies
Arrows
Arrows Zappies Electro Wizard
Arrows
Electro Wizard Barbarians Zappies
Arrows Zappies Executioner Electro Wizard
Arrows
Executioner Electro Wizard
Arrows Executioner
Arrows
Executioner
Zappies Electro Wizard
Zappies Executioner Electro Wizard
Executioner Electro Wizard

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