My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Goblin Gang Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers X-Bow Electro Wizard

Offensive cards

Win conditions

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

X-Bow

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 Elite Barbarians X-Bow

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.

Goblin Gang Elite Barbarians X-Bow

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 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
Skeletons Archers Goblin Gang Elite Barbarians
Giant Snowball
Skeletons Archers Goblin Gang
Zap
Skeletons Archers Goblin Gang X-Bow
Barbarian Barrel
Skeletons Archers Goblin Gang Elite Barbarians X-Bow Electro Wizard
The Log
Skeletons Archers Goblin Gang Elite Barbarians X-Bow
Earthquake
Skeletons Archers Goblin Gang X-Bow
Arrows
Skeletons Archers Goblin Gang
Royal Delivery
Skeletons Archers Goblin Gang Elite Barbarians Electro Wizard
Fireball
Archers Goblin Gang Elite Barbarians X-Bow Electro Wizard
Poison
Archers Goblin Gang X-Bow Electro Wizard
Lightning
Elite Barbarians X-Bow Electro Wizard
Rocket
Elite Barbarians X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

Ladder info

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Archers Goblin Gang Fireball Electro Wizard Elite Barbarians X-Bow

Shortest cycle

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

9 Skeletons Zap Archers Goblin Gang

Attack Synergies 5 6

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.

Skeletons
Zap
Elite Barbarians Fireball X-Bow Electro Wizard Archers
Archers
Zap Elite Barbarians X-Bow
Goblin Gang
X-Bow
Elite Barbarians
Zap Archers Fireball
Fireball
Zap X-Bow Elite Barbarians Electro Wizard
X-Bow
Zap Fireball Archers Goblin Gang
Electro Wizard
Zap Fireball

Defense Synergies 4 15

Skeletons
X-Bow Zap Archers Elite Barbarians Electro Wizard
Zap
Fireball Electro Wizard Skeletons Archers Goblin Gang Elite Barbarians X-Bow
Archers
Skeletons Zap Goblin Gang X-Bow Electro Wizard
Goblin Gang
Zap Archers X-Bow Electro Wizard
Elite Barbarians
Skeletons Zap
Fireball
Zap X-Bow Electro Wizard
X-Bow
Skeletons Fireball Zap Archers Goblin Gang Electro Wizard
Electro Wizard
Zap Skeletons Archers Goblin Gang Fireball X-Bow

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 Fireball X-Bow Electro Wizard
Elite Barbarians Skeletons Zap Goblin Gang X-Bow Electro Wizard
Goblin Gang Skeletons Archers Elite Barbarians Electro Wizard
Elite Barbarians Skeletons Goblin Gang Electro Wizard
Elite Barbarians Fireball X-Bow
Goblin Gang Fireball Skeletons Zap Archers X-Bow Electro Wizard
Electro Wizard Zap Archers Goblin Gang Fireball X-Bow
Zap Fireball X-Bow Electro Wizard
Skeletons Goblin Gang Elite Barbarians X-Bow
Goblin Gang Elite Barbarians Skeletons Archers Electro Wizard
Archers Goblin Gang Electro Wizard Skeletons Zap Fireball X-Bow
Zap Archers Goblin Gang Fireball Electro Wizard
Skeletons Zap Goblin Gang Elite Barbarians Fireball X-Bow Electro Wizard
Fireball Zap Goblin Gang X-Bow Electro Wizard
Elite Barbarians Goblin Gang X-Bow Electro Wizard
Zap Goblin Gang Elite Barbarians Fireball X-Bow Electro Wizard
Skeletons Goblin Gang Elite Barbarians Fireball X-Bow Electro Wizard
Fireball Zap Archers Goblin Gang Elite Barbarians X-Bow Electro Wizard
Zap Archers Fireball Electro Wizard
Elite Barbarians Electro Wizard
Goblin Gang Archers Elite Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeletons Zap Archers Elite Barbarians Fireball X-Bow Electro Wizard
Fireball Electro Wizard Zap Archers Goblin Gang Elite Barbarians X-Bow
Goblin Gang Skeletons Zap Elite Barbarians Electro Wizard
Goblin Gang Zap Elite Barbarians Fireball X-Bow Electro Wizard
Skeletons Goblin Gang Elite Barbarians
Fireball Skeletons Zap Archers Goblin Gang Electro Wizard
Goblin Gang Skeletons Archers Elite Barbarians Fireball Electro Wizard
Elite Barbarians
Zap Electro Wizard Skeletons Elite Barbarians Fireball X-Bow
Skeletons Goblin Gang
Elite Barbarians
Zap Elite Barbarians Fireball Electro Wizard
Elite Barbarians Skeletons Goblin Gang Fireball
Archers Fireball
Goblin Gang Elite Barbarians Electro Wizard Skeletons Zap Archers Fireball X-Bow
Zap Archers Elite Barbarians Fireball 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 X-Bow
Fireball Zap X-Bow Electro Wizard
Fireball X-Bow
Fireball
Fireball Zap
Fireball Zap
Archers
Fireball X-Bow Zap
Fireball Zap X-Bow
Goblin Gang Elite Barbarians Fireball X-Bow Electro Wizard
Zap Fireball X-Bow Electro Wizard
Fireball Zap Archers
Elite Barbarians Fireball
Fireball X-Bow
Zap Elite Barbarians Fireball X-Bow
X-Bow Zap Fireball
Fireball X-Bow
Fireball
Zap Archers Fireball X-Bow Electro Wizard
Zap Fireball X-Bow
Fireball X-Bow
Fireball
X-Bow
Zap Fireball X-Bow
Zap Fireball
Fireball X-Bow Zap Electro Wizard
Fireball Zap X-Bow
Fireball Zap X-Bow
Elite Barbarians Zap Archers Fireball X-Bow Electro Wizard
Zap Electro Wizard Fireball
Elite Barbarians Fireball
Zap Fireball X-Bow
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Archers Goblin Gang Fireball X-Bow
Fireball Zap Archers Electro Wizard
Fireball
Fireball Goblin Gang Electro Wizard
Zap Fireball
Zap Fireball
Elite Barbarians
Zap Goblin Gang Elite Barbarians Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball X-Bow Electro Wizard

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