My Best Clash Royale Deck

Deck Check Rating

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

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.

Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

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 Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant

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 Barbarians Royal Giant

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.

Electro Wizard

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
Royal Giant
Giant Snowball
Goblins Barbarians
Zap
Goblins Royal Giant Inferno Tower
Barbarian Barrel
Goblins Barbarians Inferno Tower Electro Wizard
The Log
Goblins Barbarians Royal Giant
Earthquake
Barbarians Inferno Tower
Arrows
Goblins
Royal Delivery
Goblins Barbarians Bowler Electro Wizard
Fireball
Barbarians Inferno Tower Bowler Electro Wizard
Poison
Barbarians Inferno Tower Electro Wizard
Lightning
Inferno Tower Bowler Electro Wizard
Rocket
Barbarians Inferno Tower Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Bowler

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.

Arrows Inferno Tower Bowler

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.

Goblins Barbarians Electro 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Arrows Electro Wizard Barbarians Inferno Tower Bowler Royal Giant

Shortest cycle

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

11 Goblins Zap Arrows Electro Wizard

Attack Synergies 3 8

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 Royal Giant
Zap
Arrows Electro Wizard Goblins Royal Giant Bowler
Arrows
Zap Royal Giant Bowler
Barbarians
Royal Giant
Arrows Goblins Zap Bowler Electro Wizard
Inferno Tower
Bowler
Zap Arrows Royal Giant Electro Wizard
Electro Wizard
Zap Royal Giant Bowler

Defense Synergies 2 11

Goblins
Zap Inferno Tower Electro Wizard
Zap
Electro Wizard Goblins Arrows Barbarians Inferno Tower Bowler
Arrows
Zap Barbarians Inferno Tower Bowler
Barbarians
Zap Arrows
Royal Giant
Inferno Tower
Electro Wizard Goblins Zap Arrows
Bowler
Zap Arrows Electro Wizard
Electro Wizard
Zap Inferno Tower Goblins Bowler

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.

Bowler Zap Inferno Tower Electro Wizard
Barbarians Inferno Tower Goblins Zap Electro Wizard
Barbarians Inferno Tower Bowler Goblins Electro Wizard
Barbarians Inferno Tower Goblins Bowler Electro Wizard
Arrows Barbarians Bowler
Arrows Bowler Goblins Zap Electro Wizard
Inferno Tower Electro Wizard Zap Arrows
Bowler Zap Arrows Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Goblins
Goblins Barbarians Inferno Tower Bowler Electro Wizard
Goblins Barbarians Electro Wizard Zap Arrows Bowler
Arrows Inferno Tower Zap Electro Wizard
Barbarians Inferno Tower Bowler Zap Electro Wizard
Bowler Goblins Zap Arrows Barbarians Electro Wizard
Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Zap Bowler Electro Wizard
Barbarians Goblins Arrows Inferno Tower Bowler Electro Wizard
Arrows Goblins Zap Barbarians Bowler Electro Wizard
Zap Arrows Barbarians Bowler Electro Wizard
Barbarians Inferno Tower Electro Wizard
Bowler Goblins Arrows Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Goblins Zap Inferno Tower Bowler Electro Wizard
Electro Wizard Zap Arrows Bowler
Barbarians Goblins Zap Inferno Tower Bowler Electro Wizard
Bowler Zap Barbarians Inferno Tower Electro Wizard
Barbarians Inferno Tower Bowler
Arrows Zap Electro Wizard
Goblins Barbarians Inferno Tower Bowler Electro Wizard
Inferno Tower Barbarians
Zap Electro Wizard Goblins Barbarians Inferno Tower
Inferno Tower Barbarians
Barbarians Inferno Tower Bowler
Zap Arrows Barbarians Bowler Electro Wizard
Barbarians Bowler Inferno Tower
Barbarians Bowler
Barbarians Inferno Tower Electro Wizard Goblins Zap Bowler
Arrows Bowler Zap Barbarians Inferno Tower Electro Wizard

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.)

Arrows
Arrows Zap Bowler Electro Wizard
Arrows
Arrows Barbarians
Zap Arrows Bowler
Arrows Zap
Arrows Bowler
Arrows Zap Bowler
Arrows Zap
Goblins Bowler Electro Wizard
Zap Arrows Bowler Electro Wizard
Zap Arrows
Bowler
Arrows
Zap Arrows
Zap Arrows Bowler
Arrows Bowler
Arrows
Zap Arrows Bowler Electro Wizard
Zap Arrows Bowler
Bowler
Arrows
Bowler
Zap Arrows Barbarians
Zap Arrows Bowler
Arrows Zap Bowler Electro Wizard
Zap Arrows Bowler
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard
Bowler
Zap Arrows
Zap Arrows Electro Wizard
Arrows Bowler
Zap Electro Wizard Barbarians
Zap Arrows Electro Wizard
Arrows
Bowler Electro Wizard
Arrows Zap Bowler
Zap Arrows
Zap Bowler Electro Wizard
Zap Electro Wizard
Zap Bowler Electro Wizard

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