My Best Clash Royale Deck

Deck Check Rating

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

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 Minion Horde Wizard

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.

Wizard Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

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 Elite Barbarians Hog Rider

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 Minion Horde Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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
Goblin Gang Minion Horde Elite Barbarians Hog Rider Clone Giant Skeleton
Giant Snowball
Goblin Gang Minion Horde Hog Rider Clone
Zap
Goblin Gang Minion Horde Clone
Barbarian Barrel
Goblin Gang Elite Barbarians Wizard Clone Giant Skeleton
The Log
Goblin Gang Elite Barbarians Hog Rider Clone Giant Skeleton
Earthquake
Goblin Gang Hog Rider Clone
Arrows
Goblin Gang Minion Horde Clone
Royal Delivery
Goblin Gang Minion Horde Elite Barbarians Hog Rider Wizard Clone Giant Skeleton
Fireball
Goblin Gang Minion Horde Elite Barbarians Hog Rider Wizard Clone
Poison
Goblin Gang Minion Horde Wizard Clone
Lightning
Elite Barbarians Wizard
Rocket
Minion Horde Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Clone Giant Skeleton

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.

Elite Barbarians

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 Minion Horde Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Clone Hog Rider Minion Horde Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

12 Zap Goblin Gang Clone Hog Rider

Attack Synergies 4 12

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
Elite Barbarians Hog Rider Minion Horde Giant Skeleton
Goblin Gang
Hog Rider Clone Giant Skeleton
Minion Horde
Zap Hog Rider Clone Giant Skeleton
Elite Barbarians
Zap Hog Rider Wizard
Hog Rider
Zap Goblin Gang Minion Horde Elite Barbarians Wizard Giant Skeleton
Wizard
Elite Barbarians Hog Rider Giant Skeleton
Clone
Giant Skeleton Goblin Gang Minion Horde
Giant Skeleton
Clone Zap Goblin Gang Minion Horde Hog Rider Wizard

Defense Synergies 0 7

Zap
Goblin Gang Minion Horde Elite Barbarians Giant Skeleton
Goblin Gang
Zap Giant Skeleton
Minion Horde
Zap
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Elite Barbarians Giant Skeleton
Clone
Giant Skeleton
Zap Goblin Gang Wizard

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 Minion Horde Wizard
Minion Horde Elite Barbarians Zap Goblin Gang
Goblin Gang Minion Horde Elite Barbarians Giant Skeleton
Minion Horde Elite Barbarians Goblin Gang
Elite Barbarians Giant Skeleton
Goblin Gang Zap
Minion Horde Zap Goblin Gang Wizard
Zap Giant Skeleton
Minion Horde Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Minion Horde Giant Skeleton
Goblin Gang Minion Horde Zap Wizard Giant Skeleton
Minion Horde Zap Goblin Gang Wizard
Minion Horde Zap Goblin Gang Elite Barbarians Wizard Giant Skeleton
Wizard Zap Goblin Gang Minion Horde
Elite Barbarians Goblin Gang Minion Horde
Minion Horde Zap Goblin Gang Elite Barbarians
Minion Horde Wizard Goblin Gang Elite Barbarians
Zap Goblin Gang Minion Horde Elite Barbarians Wizard
Zap Wizard Giant Skeleton
Elite Barbarians
Goblin Gang Wizard Minion Horde Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Zap Elite Barbarians Giant Skeleton
Zap Goblin Gang Elite Barbarians Wizard
Goblin Gang Giant Skeleton Zap Minion Horde Elite Barbarians
Goblin Gang Giant Skeleton Zap Minion Horde Elite Barbarians
Giant Skeleton Goblin Gang Minion Horde Elite Barbarians
Wizard Zap Goblin Gang Minion Horde
Goblin Gang Minion Horde Elite Barbarians Giant Skeleton
Giant Skeleton Minion Horde Elite Barbarians
Zap Minion Horde Giant Skeleton Elite Barbarians
Goblin Gang Minion Horde
Minion Horde Elite Barbarians Giant Skeleton
Zap Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Goblin Gang Minion Horde Wizard
Wizard Minion Horde
Goblin Gang Elite Barbarians Zap Minion Horde Giant Skeleton
Zap Minion Horde Elite Barbarians Wizard 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.)

Minion Horde Giant Skeleton
Zap
Minion Horde Giant Skeleton
Giant Skeleton
Wizard Zap Minion Horde
Wizard Zap Minion Horde
Minion Horde Wizard
Zap Wizard
Zap Wizard
Goblin Gang Minion Horde Elite Barbarians
Zap Minion Horde Wizard
Zap Wizard
Elite Barbarians
Minion Horde
Zap Elite Barbarians
Zap Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Zap Wizard
Zap Wizard
Minion Horde Giant Skeleton
Wizard
Zap Minion Horde
Zap Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Zap Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde Elite Barbarians
Zap Minion Horde Wizard
Zap Minion Horde
Minion Horde Giant Skeleton
Wizard
Zap Minion Horde Goblin Gang
Zap Wizard
Goblin Gang Minion Horde Wizard
Zap Wizard
Zap Giant Skeleton
Minion Horde Elite Barbarians
Zap Goblin Gang Minion Horde Elite Barbarians Giant Skeleton
Zap
Zap Giant Skeleton

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