My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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 Inferno 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.

Giant Skeleton Inferno Dragon 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 Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Clone Tornado Giant Skeleton Inferno Dragon

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Goblin Gang Clone Tornado Inferno Dragon Magic Archer Giant Skeleton

Shortest cycle

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

8 Mirror Zap Goblin Gang Clone

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
Mirror Tornado Giant Skeleton Magic Archer
Goblin Gang
Mirror Clone Giant Skeleton
Mirror
Zap Goblin Gang Tornado Giant Skeleton Magic Archer
Clone
Giant Skeleton Goblin Gang Inferno Dragon Magic Archer
Tornado
Zap Magic Archer Mirror Giant Skeleton
Giant Skeleton
Clone Zap Goblin Gang Mirror Tornado Magic Archer
Inferno Dragon
Clone
Magic Archer
Tornado Zap Mirror Clone Giant Skeleton

Defense Synergies 3 14

Zap
Mirror Goblin Gang Tornado Giant Skeleton Inferno Dragon Magic Archer
Goblin Gang
Zap Mirror Giant Skeleton Inferno Dragon Magic Archer
Mirror
Zap Tornado Goblin Gang Inferno Dragon Magic Archer
Clone
Tornado
Mirror Magic Archer Zap Giant Skeleton Inferno Dragon
Giant Skeleton
Zap Goblin Gang Tornado Magic Archer
Inferno Dragon
Zap Goblin Gang Mirror Tornado
Magic Archer
Tornado Zap Goblin Gang Mirror 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.

Zap Magic Archer
Inferno Dragon Zap Goblin Gang
Goblin Gang Tornado Giant Skeleton Inferno Dragon
Inferno Dragon Goblin Gang
Tornado Giant Skeleton
Goblin Gang Tornado Zap Magic Archer
Tornado Inferno Dragon Zap Goblin Gang Magic Archer
Zap Giant Skeleton Magic Archer
Inferno Dragon Goblin Gang Tornado
Goblin Gang Tornado Giant Skeleton
Goblin Gang Zap Tornado Giant Skeleton Magic Archer
Inferno Dragon Zap Goblin Gang Tornado Magic Archer
Zap Goblin Gang Giant Skeleton
Zap Goblin Gang Tornado Magic Archer
Inferno Dragon Goblin Gang
Tornado Zap Goblin Gang Inferno Dragon
Goblin Gang Tornado
Zap Goblin Gang Tornado Magic Archer
Zap Tornado Giant Skeleton Inferno Dragon Magic Archer
Tornado Inferno Dragon
Goblin Gang Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Zap Giant Skeleton
Zap Goblin Gang Inferno Dragon Magic Archer
Goblin Gang Giant Skeleton Zap
Goblin Gang Giant Skeleton Zap Tornado
Giant Skeleton Goblin Gang Inferno Dragon
Zap Goblin Gang Tornado Magic Archer
Goblin Gang Giant Skeleton
Giant Skeleton Inferno Dragon
Zap Giant Skeleton Tornado Inferno Dragon Magic Archer
Goblin Gang Inferno Dragon
Inferno Dragon Giant Skeleton
Zap Tornado Giant Skeleton
Giant Skeleton Goblin Gang
Magic Archer
Goblin Gang Zap Tornado Giant Skeleton Inferno Dragon Magic Archer
Zap Giant Skeleton Inferno Dragon 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 Giant Skeleton
Zap Tornado Magic Archer
Giant Skeleton Magic Archer
Giant Skeleton
Zap Magic Archer
Zap Tornado Magic Archer
Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado
Goblin Gang Tornado
Zap Tornado Magic Archer
Zap Tornado Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Tornado
Zap Magic Archer
Zap Tornado Magic Archer
Giant Skeleton Magic Archer
Tornado
Tornado
Zap
Zap Tornado Magic Archer
Inferno Dragon
Zap Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Giant Skeleton
Magic Archer
Zap Goblin Gang Magic Archer
Zap Tornado Magic Archer
Goblin Gang Magic Archer
Zap Magic Archer
Zap Tornado Giant Skeleton
Zap Goblin Gang Tornado Giant Skeleton Magic Archer
Zap Tornado Magic Archer
Zap Tornado Giant Skeleton Magic Archer

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