My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Dart Goblin Zappies

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 Royal Giant Zappies

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

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 Giant Royal Hogs

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.

Knight Royal Giant Dart Goblin Royal Hogs

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 Hogs

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 Royal Hogs Guards Skeleton Army
Giant Snowball
Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Zap
Royal Giant Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Barbarian Barrel
Knight Dart Goblin Zappies Royal Hogs Guards Skeleton Army
The Log
Royal Giant Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Earthquake
Zappies Royal Hogs Guards Skeleton Army
Arrows
Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Royal Delivery
Knight Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Fireball
Dart Goblin Zappies Royal Hogs Skeleton Army
Poison
Dart Goblin Zappies Royal Hogs Guards Skeleton Army
Lightning
Knight
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Knight Guards Skeleton Army

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 Skeleton Army

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.

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.

Zap Knight Dart Goblin Guards Skeleton Army Zappies Royal Hogs Royal Giant

Shortest cycle

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

11 Zap Knight Dart Goblin Guards

Attack Synergies 2 13

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
Knight Royal Giant Dart Goblin Zappies Royal Hogs Guards
Knight
Dart Goblin Zap Zappies Royal Hogs
Royal Giant
Dart Goblin Zap Zappies Guards
Dart Goblin
Knight Royal Giant Zap Royal Hogs
Zappies
Zap Knight Royal Giant Royal Hogs
Royal Hogs
Zap Knight Dart Goblin Zappies Guards
Guards
Zap Royal Giant Royal Hogs
Skeleton Army

Defense Synergies 1 13

Zap
Knight Dart Goblin Zappies Guards Skeleton Army
Knight
Dart Goblin Zap Zappies Skeleton Army
Royal Giant
Dart Goblin
Knight Zap Zappies Guards Skeleton Army
Zappies
Zap Knight Dart Goblin Guards Skeleton Army
Royal Hogs
Guards
Zap Dart Goblin Zappies Skeleton Army
Skeleton Army
Zap Knight Dart Goblin Zappies Guards

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 Knight Dart Goblin Zappies
Skeleton Army Zap Knight Dart Goblin Zappies
Skeleton Army Knight Dart Goblin Zappies
Skeleton Army Knight Dart Goblin Zappies Guards
Skeleton Army
Skeleton Army Zap Dart Goblin Zappies Guards
Dart Goblin Zap Zappies
Zap Dart Goblin
Zappies Skeleton Army
Knight Guards Skeleton Army Dart Goblin Zappies
Dart Goblin Guards Skeleton Army Zap Knight Zappies
Zap Dart Goblin Zappies
Skeleton Army Zap Knight Zappies Guards
Skeleton Army Zap Dart Goblin Zappies Guards
Skeleton Army Knight Zappies
Skeleton Army Zap Zappies
Knight Zappies Skeleton Army
Zap Knight Dart Goblin Zappies Guards Skeleton Army
Zap Knight Dart Goblin Zappies Guards
Dart Goblin Zappies
Skeleton Army Knight Dart Goblin Zappies Guards

Counters to secondary win conditions

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

Knight Guards Skeleton Army Zap Zappies
Zap Knight
Zappies Guards Skeleton Army Zap Knight
Guards Skeleton Army Zap Knight Zappies
Knight Zappies Guards Skeleton Army
Zap Dart Goblin Zappies
Guards Skeleton Army Knight Dart Goblin Zappies
Knight Zappies Skeleton Army
Zap Knight Zappies Skeleton Army
Dart Goblin Zappies Guards Skeleton Army
Knight Dart Goblin Zappies Guards
Skeleton Army Zap Guards
Skeleton Army Knight Zappies Guards
Dart Goblin Zappies Skeleton Army
Zappies Guards Skeleton Army Zap Knight Dart Goblin
Zap Dart Goblin Zappies

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.)

Knight Dart Goblin Guards
Zap Dart Goblin
Dart Goblin
Knight Dart Goblin Guards
Zap
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Guards
Zap Knight Dart Goblin
Zap Dart Goblin
Knight Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Zap
Zap
Zap Dart Goblin
Zap
Zap Dart Goblin
Zap Dart Goblin
Zap Dart Goblin Zappies Guards
Zap Dart Goblin
Zap Zappies
Zap Dart Goblin Zappies Guards Skeleton Army
Zap Dart Goblin Zappies
Knight Dart Goblin
Zap Dart Goblin
Zap
Dart Goblin
Zap Dart Goblin Zappies Guards
Zap Dart Goblin Zappies
Zap Dart Goblin

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