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.

Baby Dragon

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.

Knight Elixir Collector Baby Dragon

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Elixir Collector Goblin Barrel

Dropped at the bridge

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

Knight Barbarians Baby Dragon

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.

Goblin Barrel

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 Barrel
Giant Snowball
Barbarians Goblin Barrel Baby Dragon
Zap
Goblin Barrel
Barbarian Barrel
Knight Barbarians Bomb Tower Goblin Barrel
The Log
Barbarians Goblin Barrel
Earthquake
Barbarians Bomb Tower Elixir Collector Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Barbarians Goblin Barrel Baby Dragon
Fireball
Barbarians Bomb Tower Elixir Collector Goblin Barrel Baby Dragon
Poison
Barbarians Bomb Tower Elixir Collector
Lightning
Knight Bomb Tower Elixir Collector Baby Dragon
Rocket
Barbarians Bomb Tower Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Bomb Tower Baby Dragon

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.

Knight Elixir Collector Baby Dragon

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 Goblin Barrel

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.

Barbarians Fireball Goblin Barrel

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.

Zap Knight Goblin Barrel Fireball Bomb Tower Baby Dragon Barbarians Elixir Collector

Shortest cycle

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

12 Zap Knight Goblin Barrel Fireball

Attack Synergies 3 5

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.

Zap
Fireball Knight Baby Dragon
Knight
Goblin Barrel Baby Dragon Zap Fireball
Barbarians
Fireball
Zap Knight Baby Dragon
Bomb Tower
Elixir Collector
Goblin Barrel
Knight Baby Dragon
Baby Dragon
Knight Zap Fireball Goblin Barrel

Defense Synergies 3 7

Zap
Fireball Bomb Tower Knight Barbarians Baby Dragon
Knight
Bomb Tower Zap Fireball Baby Dragon
Barbarians
Zap
Fireball
Zap Knight Bomb Tower
Bomb Tower
Zap Knight Fireball Baby Dragon
Elixir Collector
Goblin Barrel
Baby Dragon
Zap Knight Bomb Tower

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 Knight Fireball Baby Dragon
Barbarians Bomb Tower Zap Knight
Barbarians Bomb Tower Knight
Barbarians Bomb Tower Knight
Barbarians Fireball Bomb Tower
Fireball Zap Bomb Tower Baby Dragon
Zap Fireball Bomb Tower Baby Dragon
Zap Barbarians Fireball Bomb Tower Baby Dragon
Barbarians Bomb Tower
Knight Barbarians
Barbarians Zap Knight Fireball Bomb Tower Baby Dragon
Zap Fireball Baby Dragon
Barbarians Bomb Tower Zap Knight Fireball
Fireball Bomb Tower Zap Barbarians Baby Dragon
Barbarians Knight Bomb Tower
Barbarians Bomb Tower Zap Fireball
Barbarians Bomb Tower Knight Fireball
Fireball Bomb Tower Zap Knight Barbarians Baby Dragon
Zap Bomb Tower Baby Dragon Knight Barbarians Fireball
Barbarians Bomb Tower
Knight Barbarians Fireball Bomb Tower Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Zap Fireball
Fireball Zap Knight Bomb Tower Baby Dragon
Barbarians Zap Knight Bomb Tower
Zap Knight Barbarians Fireball
Barbarians Knight
Fireball Zap Bomb Tower Baby Dragon
Knight Barbarians Fireball Bomb Tower
Knight Barbarians Bomb Tower
Zap Knight Barbarians Fireball Bomb Tower Baby Dragon
Barbarians
Knight Barbarians Bomb Tower
Zap Barbarians Fireball
Barbarians Knight Fireball Bomb Tower
Barbarians Fireball Bomb Tower Baby Dragon
Barbarians Zap Knight Fireball Bomb Tower Baby Dragon
Zap Barbarians Fireball Bomb Tower Baby Dragon

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 Baby Dragon
Fireball Zap Baby Dragon
Fireball Baby Dragon
Knight Barbarians Fireball
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap
Fireball
Zap Knight Fireball
Fireball Zap Baby Dragon
Knight Fireball Baby Dragon
Fireball Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Zap Barbarians Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Barbarians Fireball
Fireball Zap Baby Dragon
Fireball
Fireball Knight Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball
Zap Fireball Baby Dragon
Zap Fireball
Zap Fireball Baby Dragon

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