My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Great!
Versatility
Great!
F2P score
Good

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.

Goblin Gang Dart Goblin Magic Archer

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 Battle Ram Magic Archer

Offensive cards

Win conditions

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

Royal Giant Battle Ram

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.

Goblin Gang Royal Giant Battle Ram

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.

Goblin Gang Royal Giant Heal Spirit Dart Goblin Battle Ram Magic Archer

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.

Magic Archer

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 Battle Ram
Giant Snowball
Cannon Goblin Gang Dart Goblin Battle Ram
Zap
Cannon Goblin Gang Royal Giant Dart Goblin Battle Ram
Barbarian Barrel
Cannon Goblin Gang Heal Spirit Dart Goblin Battle Ram Magic Archer
The Log
Cannon Goblin Gang Royal Giant Heal Spirit Dart Goblin Battle Ram
Earthquake
Cannon Goblin Gang
Arrows
Goblin Gang Heal Spirit Dart Goblin
Royal Delivery
Goblin Gang Heal Spirit Dart Goblin Battle Ram Magic Archer
Fireball
Cannon Goblin Gang Dart Goblin Battle Ram Magic Archer
Poison
Cannon Goblin Gang Dart Goblin Magic Archer
Lightning
Cannon Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Heal Spirit Battle Ram

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.

Goblin Gang Heal Spirit Dart Goblin

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.

Heal Spirit Zap Cannon Goblin Gang Dart Goblin Battle Ram Magic Archer Royal Giant

Shortest cycle

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

9 Heal Spirit Zap Cannon Goblin Gang

Attack Synergies 4 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.

Zap
Battle Ram Royal Giant Heal Spirit Dart Goblin Magic Archer
Cannon
Goblin Gang
Royal Giant Dart Goblin Battle Ram
Royal Giant
Heal Spirit Dart Goblin Zap Goblin Gang Magic Archer
Heal Spirit
Royal Giant Zap Battle Ram
Dart Goblin
Royal Giant Zap Goblin Gang Battle Ram
Battle Ram
Zap Magic Archer Goblin Gang Heal Spirit Dart Goblin
Magic Archer
Battle Ram Zap Royal Giant

Defense Synergies 1 9

Zap
Cannon Goblin Gang Dart Goblin Magic Archer
Cannon
Zap Goblin Gang Dart Goblin Magic Archer
Goblin Gang
Zap Cannon Dart Goblin Magic Archer
Royal Giant
Heal Spirit
Dart Goblin
Zap Cannon Goblin Gang Magic Archer
Battle Ram
Magic Archer
Zap Cannon Goblin Gang Dart Goblin

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 Cannon Dart Goblin Magic Archer
Zap Cannon Goblin Gang Dart Goblin
Cannon Goblin Gang Dart Goblin
Cannon Goblin Gang Dart Goblin
Goblin Gang Zap Cannon Dart Goblin Magic Archer
Dart Goblin Zap Cannon Goblin Gang Magic Archer
Zap Cannon Dart Goblin Magic Archer
Cannon Goblin Gang
Goblin Gang Cannon Dart Goblin
Goblin Gang Dart Goblin Zap Cannon Magic Archer
Zap Goblin Gang Dart Goblin Magic Archer
Cannon Zap Goblin Gang
Zap Cannon Goblin Gang Dart Goblin Magic Archer
Cannon Goblin Gang
Zap Cannon Goblin Gang
Cannon Goblin Gang
Cannon Zap Goblin Gang Dart Goblin Magic Archer
Zap Cannon Dart Goblin Magic Archer
Cannon Dart Goblin
Goblin Gang Cannon Dart Goblin

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Magic Archer
Goblin Gang Zap
Goblin Gang Zap
Cannon Goblin Gang
Zap Goblin Gang Dart Goblin Magic Archer
Goblin Gang Dart Goblin
Zap Magic Archer
Cannon Goblin Gang Dart Goblin
Dart Goblin
Zap
Cannon Goblin Gang
Cannon Dart Goblin Magic Archer
Goblin Gang Zap Dart Goblin Magic Archer
Zap Cannon Dart Goblin Magic Archer

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.)

Magic Archer Dart Goblin
Zap Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin
Zap Magic Archer
Zap Dart Goblin Magic Archer
Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin
Goblin Gang
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Magic Archer Dart Goblin
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Magic Archer
Zap
Zap Magic Archer
Zap Dart Goblin Magic Archer
Zap Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin
Zap Dart Goblin Magic Archer
Zap Magic Archer
Magic Archer
Zap Goblin Gang Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Goblin Gang Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap
Dart Goblin
Zap Goblin Gang Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer

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