My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Baby Dragon Hunter

Defensive buildings

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

Bomb Tower

Investments

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

Archers Giant Baby Dragon Hunter Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

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 Giant Baby Dragon Giant Skeleton

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.

Giant Skeleton

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 Giant Giant Skeleton
Giant Snowball
Goblins Archers Baby Dragon
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Bomb Tower Hunter Giant Skeleton
The Log
Goblins Archers Hunter Giant Skeleton
Earthquake
Archers Bomb Tower
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Baby Dragon Hunter Giant Skeleton
Fireball
Archers Bomb Tower Baby Dragon Hunter
Poison
Archers Bomb Tower Hunter
Lightning
Bomb Tower Baby Dragon Hunter
Rocket
Bomb Tower Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bomb Tower Baby Dragon Hunter

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.

Baby Dragon Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Archers Bomb Tower Baby Dragon Hunter Giant Giant Skeleton

Shortest cycle

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

11 Goblins Zap Archers Bomb Tower

Attack Synergies 2 14

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
Zap Archers Giant Baby Dragon
Zap
Giant Goblins Archers Baby Dragon Hunter Giant Skeleton
Archers
Goblins Zap Giant Baby Dragon Giant Skeleton
Bomb Tower
Giant
Zap Hunter Goblins Archers Baby Dragon
Baby Dragon
Goblins Zap Archers Giant Giant Skeleton
Hunter
Giant Zap Giant Skeleton
Giant Skeleton
Zap Archers Baby Dragon Hunter

Defense Synergies 1 14

Goblins
Zap Archers Hunter Giant Skeleton
Zap
Bomb Tower Goblins Archers Baby Dragon Hunter Giant Skeleton
Archers
Goblins Zap Bomb Tower Baby Dragon Giant Skeleton
Bomb Tower
Zap Archers Baby Dragon
Giant
Baby Dragon
Zap Archers Bomb Tower Giant Skeleton
Hunter
Goblins Zap Giant Skeleton
Giant Skeleton
Goblins Zap Archers Baby Dragon Hunter

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.

Zap Baby Dragon
Bomb Tower Hunter Goblins Zap
Bomb Tower Hunter Goblins Archers Giant Skeleton
Bomb Tower Hunter Goblins
Bomb Tower Giant Skeleton
Goblins Zap Archers Bomb Tower Baby Dragon Hunter
Hunter Zap Archers Bomb Tower Baby Dragon
Zap Bomb Tower Baby Dragon Giant Skeleton
Hunter Goblins Bomb Tower
Goblins Archers Hunter Giant Skeleton
Goblins Archers Zap Bomb Tower Baby Dragon Hunter Giant Skeleton
Hunter Zap Archers Baby Dragon
Bomb Tower Hunter Zap Giant Skeleton
Bomb Tower Goblins Zap Baby Dragon Hunter
Bomb Tower Hunter
Bomb Tower Zap Hunter
Bomb Tower Goblins Hunter
Bomb Tower Goblins Zap Archers Baby Dragon Hunter
Zap Bomb Tower Baby Dragon Hunter Archers Giant Skeleton
Bomb Tower Hunter
Goblins Archers Bomb Tower Baby Dragon Hunter Giant Skeleton

Counters to secondary win conditions

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

Goblins Zap Archers Giant Skeleton
Zap Archers Bomb Tower Baby Dragon Hunter
Giant Skeleton Goblins Zap Bomb Tower Hunter
Hunter Giant Skeleton Zap
Giant Skeleton Hunter
Zap Archers Bomb Tower Baby Dragon Hunter
Goblins Archers Bomb Tower Hunter Giant Skeleton
Giant Skeleton Bomb Tower Hunter
Zap Giant Skeleton Goblins Bomb Tower Baby Dragon
Bomb Tower Hunter Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Bomb Tower Hunter
Archers Bomb Tower Baby Dragon
Goblins Zap Archers Bomb Tower Baby Dragon Hunter Giant Skeleton
Zap Archers Bomb Tower Baby Dragon Hunter Giant Skeleton

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.)

Baby Dragon Giant Skeleton
Zap Baby Dragon
Baby Dragon Giant Skeleton
Giant Skeleton
Zap Baby Dragon
Zap Baby Dragon Hunter
Archers Baby Dragon
Zap Baby Dragon Hunter
Zap
Goblins
Zap
Zap Archers Baby Dragon
Baby Dragon Hunter
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Hunter
Baby Dragon
Zap Archers Baby Dragon Hunter
Zap Baby Dragon
Baby Dragon Giant Skeleton
Zap Baby Dragon
Zap Baby Dragon Hunter
Zap Baby Dragon Hunter
Zap Baby Dragon
Zap Baby Dragon
Zap Archers Baby Dragon Hunter
Zap
Zap Hunter
Zap
Giant Skeleton
Zap Archers
Zap Archers Baby Dragon Hunter
Baby Dragon Hunter
Zap Baby Dragon
Zap Giant Skeleton
Zap Baby Dragon Giant Skeleton
Zap
Zap Baby Dragon Giant Skeleton

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