My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Goblin Hut Baby Dragon Electro Wizard Inferno Dragon

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Baby Dragon Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

Arrows

Punishments

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

Goblin Gang Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang Baby Dragon Golem

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.

Golem Miner 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
Goblin Gang Miner Inferno Dragon
Giant Snowball
Goblin Gang Goblin Hut Baby Dragon Miner Inferno Dragon
Zap
Goblin Gang Goblin Hut Inferno Dragon
Barbarian Barrel
Goblin Gang Goblin Hut Electro Wizard
The Log
Goblin Gang Goblin Hut
Earthquake
Goblin Gang Goblin Hut
Arrows
Goblin Gang Goblin Hut
Royal Delivery
Goblin Gang Goblin Hut Baby Dragon Miner Electro Wizard Inferno Dragon
Fireball
Goblin Gang Goblin Hut Baby Dragon Electro Wizard Inferno Dragon
Poison
Goblin Gang Goblin Hut Electro Wizard
Lightning
Goblin Hut Baby Dragon Electro Wizard Inferno Dragon
Rocket
Goblin Hut Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Baby Dragon Golem Miner 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Miner Baby Dragon Electro Wizard Inferno Dragon Goblin Hut Golem

Shortest cycle

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

13 Arrows Goblin Gang Miner Baby Dragon

Attack Synergies 3 13

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.

Arrows
Golem Miner
Goblin Gang
Miner Goblin Hut Baby Dragon Golem
Goblin Hut
Goblin Gang Baby Dragon Golem Miner
Baby Dragon
Golem Goblin Gang Goblin Hut Miner Electro Wizard Inferno Dragon
Golem
Arrows Baby Dragon Goblin Gang Goblin Hut Electro Wizard
Miner
Goblin Gang Arrows Goblin Hut Baby Dragon Electro Wizard Inferno Dragon
Electro Wizard
Baby Dragon Golem Miner
Inferno Dragon
Baby Dragon Miner

Defense Synergies 0 9

Arrows
Goblin Hut
Goblin Gang
Goblin Hut Miner Electro Wizard Inferno Dragon
Goblin Hut
Arrows Goblin Gang Baby Dragon Electro Wizard
Baby Dragon
Goblin Hut Inferno Dragon
Golem
Miner
Goblin Gang
Electro Wizard
Goblin Gang Goblin Hut Inferno Dragon
Inferno Dragon
Goblin Gang Baby Dragon 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.

Goblin Hut Baby Dragon Electro Wizard
Inferno Dragon Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Goblin Hut Electro Wizard Inferno Dragon
Goblin Hut Inferno Dragon Goblin Gang Electro Wizard
Arrows
Arrows Goblin Gang Baby Dragon Electro Wizard
Electro Wizard Inferno Dragon Arrows Goblin Gang Goblin Hut Baby Dragon
Arrows Baby Dragon Electro Wizard
Inferno Dragon Goblin Gang Goblin Hut
Goblin Gang Miner Electro Wizard
Goblin Gang Electro Wizard Arrows Goblin Hut Baby Dragon
Arrows Inferno Dragon Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Goblin Hut Goblin Gang Electro Wizard
Arrows Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Inferno Dragon Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Goblin Hut Electro Wizard Inferno Dragon
Arrows Goblin Gang Goblin Hut Electro Wizard
Arrows Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Arrows Baby Dragon Goblin Hut Electro Wizard Inferno Dragon
Goblin Hut Electro Wizard Inferno Dragon
Goblin Gang Arrows Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Goblin Hut Electro Wizard
Electro Wizard Arrows Goblin Gang Baby Dragon Miner Inferno Dragon
Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Goblin Hut Inferno Dragon
Arrows Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Goblin Gang Goblin Hut Electro Wizard
Inferno Dragon
Electro Wizard Goblin Hut Baby Dragon Inferno Dragon
Goblin Gang Goblin Hut Inferno Dragon
Inferno Dragon Goblin Hut
Arrows Electro Wizard
Goblin Gang
Baby Dragon
Goblin Gang Goblin Hut Electro Wizard Baby Dragon Inferno Dragon
Arrows Goblin Hut Baby Dragon Electro Wizard Inferno 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.)

Arrows Baby Dragon
Arrows Baby Dragon Miner Electro Wizard
Arrows Goblin Hut Baby Dragon Miner
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Miner
Goblin Gang Electro Wizard
Miner Arrows Electro Wizard
Arrows Baby Dragon
Goblin Hut Baby Dragon Miner
Arrows Baby Dragon
Arrows Goblin Hut Baby Dragon
Arrows Goblin Hut Baby Dragon
Arrows Goblin Hut Baby Dragon
Arrows
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon Miner
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Inferno Dragon
Arrows Miner Baby Dragon Electro Wizard
Arrows Baby Dragon Miner
Miner Arrows Baby Dragon
Arrows Baby Dragon Electro Wizard
Electro Wizard Goblin Hut
Arrows Miner
Arrows Electro Wizard
Arrows
Electro Wizard Goblin Gang Goblin Hut
Arrows Baby Dragon Electro Wizard
Arrows
Miner Goblin Gang Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows
Goblin Gang Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Miner Electro Wizard

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