My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Baby Dragon Electro 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.

Bomber Knight Baby Dragon Electro Wizard

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 Fireball

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.

Fireball

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 Baby Dragon

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
Bomber Goblin Gang
Giant Snowball
Bomber Goblin Gang Baby Dragon
Zap
Bomber Goblin Gang
Barbarian Barrel
Bomber Knight Goblin Gang Electro Wizard
The Log
Bomber Goblin Gang
Earthquake
Bomber Goblin Gang
Arrows
Bomber Goblin Gang
Royal Delivery
Bomber Knight Goblin Gang Baby Dragon Electro Wizard
Fireball
Bomber Goblin Gang Baby Dragon Electro Wizard
Poison
Bomber Goblin Gang Electro Wizard
Lightning
Knight Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball Baby Dragon

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 Baby Dragon

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.

Fireball

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 Fireball 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.

Mirror Bomber Zap Knight Goblin Gang Fireball Baby Dragon Electro Wizard

Shortest cycle

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

7 Mirror Bomber Zap Knight

Attack Synergies 6 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.

Bomber
Zap Knight Baby Dragon
Zap
Fireball Mirror Electro Wizard Bomber Knight Baby Dragon
Knight
Goblin Gang Baby Dragon Bomber Zap Fireball Electro Wizard
Goblin Gang
Knight Mirror Baby Dragon
Fireball
Zap Mirror Knight Baby Dragon Electro Wizard
Mirror
Zap Fireball Goblin Gang
Baby Dragon
Knight Bomber Zap Goblin Gang Fireball Electro Wizard
Electro Wizard
Zap Knight Fireball Baby Dragon

Defense Synergies 7 11

Bomber
Knight Zap Electro Wizard
Zap
Fireball Mirror Electro Wizard Bomber Knight Goblin Gang Baby Dragon
Knight
Bomber Goblin Gang Electro Wizard Zap Fireball Baby Dragon
Goblin Gang
Knight Zap Mirror Electro Wizard
Fireball
Zap Mirror Knight Electro Wizard
Mirror
Zap Fireball Goblin Gang Electro Wizard
Baby Dragon
Zap Knight
Electro Wizard
Zap Knight Bomber Goblin Gang Fireball Mirror

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.

Bomber Zap Knight Fireball Baby Dragon Electro Wizard
Bomber Zap Knight Goblin Gang Electro Wizard
Goblin Gang Bomber Knight Electro Wizard
Bomber Knight Goblin Gang Electro Wizard
Bomber Fireball
Goblin Gang Fireball Bomber Zap Baby Dragon Electro Wizard
Electro Wizard Zap Goblin Gang Fireball Baby Dragon
Zap Fireball Baby Dragon Electro Wizard
Goblin Gang
Knight Goblin Gang Bomber Electro Wizard
Goblin Gang Electro Wizard Bomber Zap Knight Fireball Baby Dragon
Zap Goblin Gang Fireball Baby Dragon Electro Wizard
Bomber Zap Knight Goblin Gang Fireball Electro Wizard
Bomber Fireball Zap Goblin Gang Baby Dragon Electro Wizard
Knight Goblin Gang Electro Wizard
Zap Goblin Gang Fireball Electro Wizard
Bomber Knight Goblin Gang Fireball Electro Wizard
Fireball Bomber Zap Knight Goblin Gang Baby Dragon Electro Wizard
Zap Baby Dragon Bomber Knight Fireball Electro Wizard
Electro Wizard
Bomber Goblin Gang Knight Fireball Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Zap Fireball Electro Wizard
Fireball Electro Wizard Bomber Zap Knight Goblin Gang Baby Dragon
Goblin Gang Zap Knight Electro Wizard
Goblin Gang Zap Knight Fireball Electro Wizard
Knight Goblin Gang
Fireball Zap Goblin Gang Baby Dragon Electro Wizard
Goblin Gang Knight Fireball Electro Wizard
Knight
Zap Electro Wizard Knight Fireball Baby Dragon
Goblin Gang
Knight
Zap Fireball Electro Wizard
Knight Goblin Gang Fireball
Bomber Fireball Baby Dragon
Goblin Gang Electro Wizard Bomber Zap Knight Fireball Baby Dragon
Bomber Zap Fireball Baby Dragon 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.)

Fireball Knight Baby Dragon
Fireball Zap Baby Dragon Electro Wizard
Fireball Baby Dragon
Knight Fireball
Bomber Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Bomber Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap
Goblin Gang Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap Baby Dragon
Knight Fireball Baby Dragon
Fireball Baby Dragon
Zap Fireball Baby Dragon
Bomber Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bomber
Bomber Zap Fireball Baby Dragon Electro Wizard
Bomber Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Zap Fireball Baby Dragon
Zap Bomber Fireball Baby Dragon
Fireball Zap Baby Dragon Electro Wizard
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Zap Fireball Baby Dragon Electro Wizard
Zap Electro Wizard Fireball
Fireball
Bomber Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Goblin Gang Fireball
Fireball Zap Baby Dragon Electro Wizard
Fireball
Fireball Knight Goblin Gang Baby Dragon Electro Wizard
Bomber Zap Fireball Baby Dragon
Zap Fireball
Zap Goblin Gang Fireball Baby Dragon Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Baby Dragon Electro Wizard

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