My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Goblin Gang Inferno Tower Electro Wizard Ram Rider

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.

Archers Knight Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Goblin Barrel Ram 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 Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Goblin Gang Ram Rider

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.

Goblin Barrel Electro Wizard Ram Rider

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
Archers Goblin Gang Goblin Barrel Ram Rider
Giant Snowball
Archers Goblin Gang Goblin Barrel Ram Rider
Zap
Archers Goblin Gang Inferno Tower Goblin Barrel Ram Rider
Barbarian Barrel
Archers Knight Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
The Log
Archers Goblin Gang Goblin Barrel Ram Rider
Earthquake
Archers Goblin Gang Inferno Tower Goblin Barrel
Arrows
Archers Goblin Gang Goblin Barrel
Royal Delivery
Archers Knight Goblin Gang Goblin Barrel Electro Wizard Ram Rider
Fireball
Archers Goblin Gang Inferno Tower Goblin Barrel Electro Wizard Ram Rider
Poison
Archers Goblin Gang Inferno Tower Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard Ram Rider
Rocket
Inferno Tower Ram Rider

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

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 Inferno Tower

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.

Goblin Barrel

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 Goblin Barrel 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Goblin Gang Goblin Barrel Electro Wizard Inferno Tower Ram Rider

Shortest cycle

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

11 Zap Archers Knight Goblin Gang

Attack Synergies 6 7

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
Electro Wizard Ram Rider Archers Knight
Archers
Knight Zap Ram Rider
Knight
Archers Goblin Gang Goblin Barrel Zap Electro Wizard Ram Rider
Goblin Gang
Knight Goblin Barrel
Inferno Tower
Goblin Barrel
Knight Goblin Gang Ram Rider
Electro Wizard
Zap Knight Ram Rider
Ram Rider
Zap Archers Knight Goblin Barrel Electro Wizard

Defense Synergies 7 10

Zap
Electro Wizard Archers Knight Goblin Gang Inferno Tower Ram Rider
Archers
Knight Zap Goblin Gang Inferno Tower Electro Wizard
Knight
Archers Goblin Gang Inferno Tower Electro Wizard Zap
Goblin Gang
Knight Inferno Tower Zap Archers Electro Wizard
Inferno Tower
Knight Goblin Gang Electro Wizard Zap Archers
Goblin Barrel
Electro Wizard
Zap Knight Inferno Tower Archers Goblin Gang Ram Rider
Ram Rider
Zap Electro 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 Knight Inferno Tower Electro Wizard Ram Rider
Inferno Tower Zap Knight Goblin Gang Electro Wizard Ram Rider
Goblin Gang Inferno Tower Ram Rider Archers Knight Electro Wizard
Inferno Tower Knight Goblin Gang Electro Wizard Ram Rider
Goblin Gang Zap Archers Electro Wizard
Inferno Tower Electro Wizard Ram Rider Zap Archers Goblin Gang
Zap Inferno Tower Electro Wizard Ram Rider
Inferno Tower Goblin Gang
Knight Goblin Gang Archers Inferno Tower Electro Wizard
Archers Goblin Gang Electro Wizard Zap Knight Ram Rider
Inferno Tower Zap Archers Goblin Gang Electro Wizard Ram Rider
Inferno Tower Zap Knight Goblin Gang Electro Wizard Ram Rider
Zap Goblin Gang Electro Wizard
Inferno Tower Knight Goblin Gang Electro Wizard Ram Rider
Inferno Tower Zap Goblin Gang Electro Wizard Ram Rider
Knight Goblin Gang Inferno Tower Electro Wizard
Zap Archers Knight Goblin Gang Electro Wizard Ram Rider
Zap Archers Knight Electro Wizard Ram Rider
Inferno Tower Electro Wizard Ram Rider
Goblin Gang Archers Knight Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers Inferno Tower Electro Wizard
Electro Wizard Zap Archers Knight Goblin Gang
Goblin Gang Zap Knight Inferno Tower Electro Wizard Ram Rider
Goblin Gang Zap Knight Inferno Tower Electro Wizard Ram Rider
Inferno Tower Knight Goblin Gang Ram Rider
Zap Archers Goblin Gang Electro Wizard Ram Rider
Goblin Gang Archers Knight Inferno Tower Electro Wizard Ram Rider
Inferno Tower Knight
Zap Electro Wizard Knight Inferno Tower
Inferno Tower Goblin Gang
Knight Inferno Tower
Zap Electro Wizard
Knight Goblin Gang Inferno Tower Ram Rider
Archers
Goblin Gang Inferno Tower Electro Wizard Zap Archers Knight
Zap Archers 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.)

Knight
Zap Electro Wizard Ram Rider
Knight
Zap
Zap Ram Rider
Archers
Zap Ram Rider
Zap Ram Rider
Goblin Gang Electro Wizard
Zap Knight Electro Wizard Ram Rider
Zap Archers
Knight
Zap
Zap
Zap Archers Electro Wizard
Zap
Zap
Zap
Zap Electro Wizard Ram Rider
Zap Ram Rider
Zap
Zap Archers Electro Wizard
Zap Electro Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard Archers Goblin Gang
Zap Archers Electro Wizard Ram Rider
Knight Goblin Gang Electro Wizard
Zap
Zap
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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