My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
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.

Spear Goblins Wizard Baby Dragon

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.

Spear Goblins Battle Ram Wizard Baby Dragon

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Battle Ram

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.

Spear Goblins Elite Barbarians Battle Ram 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.

Elite Barbarians

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
Spear Goblins Elite Barbarians Battle Ram Skeleton Army
Giant Snowball
Spear Goblins Battle Ram Skeleton Army Baby Dragon
Zap
Spear Goblins Battle Ram Skeleton Army
Barbarian Barrel
Spear Goblins Elite Barbarians Battle Ram Wizard Skeleton Army
The Log
Spear Goblins Elite Barbarians Battle Ram Skeleton Army
Earthquake
Spear Goblins Skeleton Army
Arrows
Spear Goblins Skeleton Army
Royal Delivery
Spear Goblins Elite Barbarians Battle Ram Wizard Skeleton Army Baby Dragon
Fireball
Elite Barbarians Battle Ram Wizard Skeleton Army Baby Dragon
Poison
Spear Goblins Wizard Skeleton Army
Lightning
Elite Barbarians Battle Ram Wizard Baby Dragon
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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.

Spear Goblins Battle Ram Rage Skeleton Army 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.

Elite Barbarians 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.

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.

Spear Goblins Zap Rage Skeleton Army Battle Ram Baby Dragon Wizard Elite Barbarians

Shortest cycle

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

9 Spear Goblins Zap Rage Skeleton Army

Attack Synergies 3 9

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.

Spear Goblins
Zap Elite Barbarians Battle Ram Baby Dragon
Zap
Elite Barbarians Battle Ram Spear Goblins Baby Dragon
Elite Barbarians
Zap Rage Spear Goblins Battle Ram Wizard
Battle Ram
Zap Spear Goblins Elite Barbarians Baby Dragon
Wizard
Elite Barbarians Rage
Rage
Elite Barbarians Wizard
Skeleton Army
Baby Dragon
Spear Goblins Zap Battle Ram

Defense Synergies 0 8

Spear Goblins
Zap Skeleton Army Baby Dragon
Zap
Spear Goblins Elite Barbarians Skeleton Army Baby Dragon
Elite Barbarians
Zap Wizard
Battle Ram
Wizard
Elite Barbarians Skeleton Army
Rage
Skeleton Army
Spear Goblins Zap Wizard
Baby Dragon
Spear Goblins Zap

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.

Spear Goblins Zap Wizard Baby Dragon
Elite Barbarians Skeleton Army Zap
Skeleton Army Elite Barbarians
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army
Skeleton Army Spear Goblins Zap Baby Dragon
Spear Goblins Zap Wizard Baby Dragon
Zap Baby Dragon
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Spear Goblins
Skeleton Army Spear Goblins Zap Wizard Baby Dragon
Spear Goblins Zap Wizard Baby Dragon
Skeleton Army Zap Elite Barbarians Wizard
Wizard Skeleton Army Zap Baby Dragon
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians
Wizard Elite Barbarians Skeleton Army
Spear Goblins Zap Elite Barbarians Wizard Skeleton Army Baby Dragon
Zap Wizard Baby Dragon Spear Goblins
Elite Barbarians
Wizard Skeleton Army Spear Goblins Elite Barbarians Baby Dragon

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Zap Elite Barbarians
Zap Elite Barbarians Wizard Baby Dragon
Skeleton Army Spear Goblins Zap Elite Barbarians
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army
Wizard Zap Baby Dragon
Skeleton Army Spear Goblins Elite Barbarians
Elite Barbarians Skeleton Army
Zap Spear Goblins Elite Barbarians Skeleton Army Baby Dragon
Skeleton Army
Elite Barbarians
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Wizard
Wizard Skeleton Army Baby Dragon
Elite Barbarians Skeleton Army Spear Goblins Zap Baby Dragon
Zap Elite Barbarians Wizard Baby Dragon

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.)

Baby Dragon
Zap Baby Dragon
Baby Dragon
Wizard Zap Baby Dragon
Wizard Spear Goblins Zap Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Elite Barbarians
Zap Wizard
Zap Wizard Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Zap Elite Barbarians Baby Dragon
Spear Goblins Zap Wizard Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Baby Dragon
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Elite Barbarians Zap Wizard Baby Dragon
Zap Wizard
Elite Barbarians
Zap Wizard
Zap
Wizard
Zap Spear Goblins Skeleton Army
Zap Wizard Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap
Elite Barbarians
Zap Elite Barbarians Baby Dragon
Zap
Zap Baby Dragon

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