My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Baby Dragon Magic Archer

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.

Knight Baby Dragon Giant Skeleton Magic Archer

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 Rocket

Punishments

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

Goblin Gang

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Knight Goblin Gang Baby Dragon Giant Skeleton 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.

Giant Skeleton 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 Giant Skeleton
Giant Snowball
Goblins Goblin Gang Baby Dragon
Zap
Goblins Goblin Gang
Barbarian Barrel
Goblins Knight Goblin Gang Giant Skeleton Magic Archer
The Log
Goblins Goblin Gang Giant Skeleton
Earthquake
Goblin Gang
Arrows
Goblins Goblin Gang
Royal Delivery
Goblins Knight Goblin Gang Baby Dragon Giant Skeleton Magic Archer
Fireball
Goblin Gang Baby Dragon Magic Archer
Poison
Goblin Gang Magic Archer
Lightning
Knight Baby Dragon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Baby Dragon Magic Archer

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 Rocket 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 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.

Goblins Zap Knight Goblin Gang Baby Dragon Magic Archer Rocket Giant Skeleton

Shortest cycle

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

10 Goblins Zap Knight Goblin Gang

Attack Synergies 2 11

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 Baby Dragon
Zap
Goblins Knight Baby Dragon Giant Skeleton Magic Archer
Knight
Goblin Gang Baby Dragon Zap Magic Archer
Goblin Gang
Knight Baby Dragon Giant Skeleton
Rocket
Baby Dragon
Knight Goblins Zap Goblin Gang Giant Skeleton
Giant Skeleton
Zap Goblin Gang Baby Dragon Magic Archer
Magic Archer
Zap Knight Giant Skeleton

Defense Synergies 2 14

Goblins
Zap Knight Giant Skeleton Magic Archer
Zap
Goblins Knight Goblin Gang Baby Dragon Giant Skeleton Magic Archer
Knight
Goblin Gang Magic Archer Goblins Zap Baby Dragon
Goblin Gang
Knight Zap Giant Skeleton Magic Archer
Rocket
Baby Dragon
Zap Knight Giant Skeleton
Giant Skeleton
Goblins Zap Goblin Gang Baby Dragon Magic Archer
Magic Archer
Knight Goblins Zap Goblin Gang Giant Skeleton

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.

Rocket Zap Knight Baby Dragon Magic Archer
Goblins Zap Knight Goblin Gang
Goblin Gang Rocket Goblins Knight Giant Skeleton
Goblins Knight Goblin Gang
Rocket Giant Skeleton
Goblin Gang Goblins Zap Baby Dragon Magic Archer
Rocket Zap Goblin Gang Baby Dragon Magic Archer
Rocket Zap Baby Dragon Giant Skeleton Magic Archer
Goblins Goblin Gang
Knight Goblin Gang Goblins Giant Skeleton
Goblins Goblin Gang Zap Knight Baby Dragon Giant Skeleton Magic Archer
Zap Goblin Gang Baby Dragon Magic Archer
Zap Knight Goblin Gang Rocket Giant Skeleton
Rocket Goblins Zap Goblin Gang Baby Dragon Magic Archer
Knight Goblin Gang
Rocket Zap Goblin Gang
Goblins Knight Goblin Gang
Goblins Zap Knight Goblin Gang Baby Dragon Magic Archer
Zap Baby Dragon Knight Giant Skeleton Magic Archer
Goblin Gang Goblins Knight Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Knight Goblin Gang Goblins Zap Giant Skeleton
Zap Knight Goblin Gang Rocket Baby Dragon Magic Archer
Goblin Gang Giant Skeleton Goblins Zap Knight Rocket
Goblin Gang Rocket Giant Skeleton Zap Knight
Giant Skeleton Knight Goblin Gang
Rocket Zap Goblin Gang Baby Dragon Magic Archer
Goblin Gang Rocket Goblins Knight Giant Skeleton
Giant Skeleton Knight
Zap Rocket Giant Skeleton Goblins Knight Baby Dragon Magic Archer
Goblin Gang
Knight Giant Skeleton
Rocket Zap Giant Skeleton
Rocket Giant Skeleton Knight Goblin Gang
Baby Dragon Magic Archer
Goblin Gang Goblins Zap Knight Rocket Baby Dragon Giant Skeleton Magic Archer
Zap Baby Dragon Giant Skeleton 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 Knight Rocket Baby Dragon Giant Skeleton
Zap Baby Dragon Magic Archer
Rocket Baby Dragon Giant Skeleton Magic Archer
Knight Rocket Giant Skeleton
Rocket Zap Baby Dragon Magic Archer
Zap Rocket Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap
Rocket Goblins Goblin Gang
Rocket Zap Knight Magic Archer
Zap Rocket Baby Dragon Magic Archer
Rocket Knight Baby Dragon Magic Archer
Rocket Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Rocket Zap Baby Dragon Magic Archer
Magic Archer Rocket Baby Dragon
Rocket
Rocket
Rocket Zap Baby Dragon Magic Archer
Rocket Zap Baby Dragon Magic Archer
Rocket Baby Dragon Giant Skeleton Magic Archer
Rocket
Rocket
Rocket Zap Baby Dragon
Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Rocket Zap Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Rocket
Zap Rocket Magic Archer
Zap Rocket Magic Archer
Giant Skeleton
Rocket Magic Archer
Zap Goblin Gang Rocket Magic Archer
Rocket Zap Baby Dragon Magic Archer
Knight Goblin Gang Rocket Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Rocket Zap Giant Skeleton
Zap Goblin Gang Rocket Baby Dragon Giant Skeleton Magic Archer
Zap Rocket Magic Archer
Zap Rocket Baby Dragon Giant Skeleton Magic Archer

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