My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Godly!

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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.

Bats Archers Rascals Zappies Baby Dragon

Defensive buildings

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

Missing

Investments

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

Bats Archers Rascals Zappies Baby Dragon Royal Ghost

Offensive cards

Win conditions

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

Missing

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.

Royal Ghost

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 Rascals Baby Dragon Royal Ghost

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.

Royal Ghost

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
Bats Archers
Giant Snowball
Goblins Bats Archers Zappies Baby Dragon
Zap
Goblins Bats Archers Zappies
Barbarian Barrel
Goblins Archers Rascals Zappies Royal Ghost
The Log
Goblins Archers Rascals Zappies
Earthquake
Archers Zappies
Arrows
Goblins Bats Archers Rascals Zappies
Royal Delivery
Goblins Bats Archers Rascals Zappies Baby Dragon Royal Ghost
Fireball
Archers Rascals Zappies Baby Dragon
Poison
Bats Archers Rascals Zappies
Lightning
Baby Dragon
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Royal Ghost

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.

Bats Baby Dragon Royal Ghost

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Zap Archers Royal Ghost Zappies Baby Dragon Rascals

Shortest cycle

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

9 Goblins Bats Zap Archers

Attack Synergies 0 16

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 Baby Dragon
Bats
Zap Rascals Baby Dragon
Zap
Goblins Bats Archers Zappies Baby Dragon Royal Ghost
Archers
Goblins Zap Baby Dragon Royal Ghost
Rascals
Bats Zappies Baby Dragon
Zappies
Zap Rascals Baby Dragon Royal Ghost
Baby Dragon
Goblins Bats Zap Archers Rascals Zappies
Royal Ghost
Zap Archers Zappies

Defense Synergies 0 15

Goblins
Zap Archers Zappies
Bats
Zap Rascals Zappies Baby Dragon
Zap
Goblins Bats Archers Rascals Zappies Baby Dragon Royal Ghost
Archers
Goblins Zap Rascals Baby Dragon
Rascals
Bats Zap Archers Baby Dragon
Zappies
Goblins Bats Zap
Baby Dragon
Bats Zap Archers Rascals
Royal Ghost
Zap

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 Zappies Baby Dragon
Goblins Bats Zap Rascals Zappies
Goblins Bats Archers Rascals Zappies
Goblins Bats Rascals Zappies
Goblins Bats Zap Archers Rascals Zappies Baby Dragon Royal Ghost
Bats Zap Archers Rascals Zappies Baby Dragon
Zap Rascals Baby Dragon
Zappies Goblins Rascals
Goblins Archers Rascals Zappies Royal Ghost
Goblins Bats Archers Zap Rascals Zappies Baby Dragon Royal Ghost
Bats Zap Archers Rascals Zappies Baby Dragon
Bats Zap Rascals Zappies
Goblins Bats Zap Rascals Zappies Baby Dragon Royal Ghost
Rascals Zappies
Zap Rascals Zappies
Goblins Bats Rascals Zappies
Goblins Bats Zap Archers Rascals Zappies Baby Dragon Royal Ghost
Zap Baby Dragon Bats Archers Rascals Zappies Royal Ghost
Zappies
Rascals Royal Ghost Goblins Bats Archers Zappies Baby Dragon

Counters to secondary win conditions

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

Rascals Goblins Zap Archers Zappies Royal Ghost
Zap Archers Baby Dragon Royal Ghost
Zappies Goblins Bats Zap Rascals
Bats Zap Rascals Zappies
Rascals Zappies
Bats Zap Archers Rascals Zappies Baby Dragon
Rascals Goblins Bats Archers Zappies
Rascals Zappies
Zap Goblins Bats Zappies Baby Dragon
Zappies
Bats Rascals Zappies
Zap
Rascals Zappies
Archers Rascals Zappies Baby Dragon
Rascals Zappies Goblins Bats Zap Archers Baby Dragon
Bats Zap Archers Rascals Zappies Baby Dragon Royal Ghost

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.)

Rascals Baby Dragon Royal Ghost
Zap Baby Dragon Royal Ghost
Baby Dragon
Rascals
Zap Baby Dragon
Bats Zap Baby Dragon
Archers Baby Dragon
Zap Baby Dragon
Zap
Goblins Bats
Zap
Zap Archers Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Bats
Zap Archers Baby Dragon
Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Royal Ghost
Zap Baby Dragon
Zap Baby Dragon
Bats Zap Archers Baby Dragon
Zap Bats Zappies
Zap
Zap Zappies
Zap Bats Archers Zappies
Zap Archers Zappies Baby Dragon
Rascals Baby Dragon
Zap Baby Dragon
Zap
Zap Bats Rascals Zappies Baby Dragon
Bats Zap Zappies
Zap Baby Dragon Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: