My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Zappies Night Witch

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.

Royal Giant Zappies Night Witch

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.

Earthquake Void

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Earthquake Void

Dropped at the bridge

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

Goblin Gang Royal Giant

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
Goblin Gang Royal Giant Skeleton Army Night Witch
Giant Snowball
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Zap
Cannon Goblin Gang Royal Giant Zappies Skeleton Army Night Witch
Barbarian Barrel
Cannon Goblin Gang Zappies Skeleton Army Night Witch
The Log
Cannon Goblin Gang Royal Giant Zappies Skeleton Army
Earthquake
Cannon Goblin Gang Zappies Skeleton Army
Arrows
Goblin Gang Zappies Skeleton Army Night Witch
Royal Delivery
Goblin Gang Zappies Skeleton Army Night Witch
Fireball
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Poison
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Lightning
Cannon Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Night Witch

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 Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Goblin Gang Earthquake Skeleton Army Void Zappies Night Witch Royal Giant

Shortest cycle

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

12 Cannon Goblin Gang Earthquake Skeleton Army

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.

Cannon
Goblin Gang
Royal Giant
Royal Giant
Earthquake Goblin Gang Zappies Void Night Witch
Earthquake
Royal Giant
Zappies
Royal Giant
Skeleton Army
Void
Royal Giant
Night Witch
Royal Giant

Defense Synergies 0 8

Cannon
Goblin Gang Earthquake Skeleton Army Night Witch
Goblin Gang
Cannon Zappies Skeleton Army
Royal Giant
Earthquake
Cannon Zappies
Zappies
Goblin Gang Earthquake Skeleton Army
Skeleton Army
Cannon Goblin Gang Zappies
Void
Night Witch
Cannon

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.

Earthquake Cannon Zappies Void
Skeleton Army Cannon Goblin Gang Zappies Night Witch
Cannon Goblin Gang Skeleton Army Zappies Void Night Witch
Cannon Skeleton Army Night Witch Goblin Gang Zappies
Earthquake Skeleton Army
Goblin Gang Skeleton Army Cannon Earthquake Zappies Night Witch
Cannon Goblin Gang Zappies Void Night Witch
Earthquake Cannon Void
Cannon Zappies Goblin Gang Skeleton Army Night Witch
Goblin Gang Skeleton Army Cannon Zappies Night Witch
Goblin Gang Skeleton Army Cannon Earthquake Zappies Night Witch
Goblin Gang Zappies Night Witch
Cannon Skeleton Army Night Witch Goblin Gang Earthquake Zappies
Skeleton Army Cannon Goblin Gang Earthquake Zappies Night Witch
Skeleton Army Cannon Goblin Gang Zappies
Skeleton Army Cannon Goblin Gang Zappies
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Earthquake Cannon Zappies
Cannon Zappies
Goblin Gang Skeleton Army Cannon Earthquake Zappies Night Witch

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zappies Void
Void Goblin Gang
Goblin Gang Zappies Skeleton Army
Goblin Gang Skeleton Army Zappies Night Witch
Cannon Goblin Gang Zappies Skeleton Army Night Witch
Goblin Gang Zappies
Goblin Gang Skeleton Army Zappies Void Night Witch
Zappies Skeleton Army
Void Zappies Skeleton Army
Cannon Goblin Gang Zappies Skeleton Army
Zappies
Skeleton Army Void
Skeleton Army Cannon Goblin Gang Zappies Night Witch
Cannon Zappies Skeleton Army
Goblin Gang Zappies Skeleton Army Night Witch
Cannon Earthquake Zappies
Cannon Void

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.)

Earthquake Void
Void
Earthquake Void
Earthquake Void
Earthquake
Earthquake
Earthquake
Void
Goblin Gang Void Night Witch
Void Earthquake
Void
Earthquake Void
Earthquake Void
Earthquake
Earthquake
Earthquake
Earthquake
Night Witch
Void Earthquake
Earthquake
Earthquake Void Night Witch
Void
Void
Earthquake Void
Earthquake
Void Earthquake
Void
Void
Night Witch
Zappies Void
Void Night Witch
Void Earthquake Night Witch
Void Zappies
Earthquake
Earthquake Goblin Gang Zappies Skeleton Army Void Night Witch
Zappies
Void Goblin Gang
Earthquake
Void
Goblin Gang Zappies
Zappies Void
Void

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