My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Missing cards in your collection

Electro Dragon Electro Wizard Magic Archer Night Witch

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Bandit Lumberjack

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 Bandit Lumberjack

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 Giant Skeleton Bandit Lumberjack

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 Bandit Lumberjack

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 Bandit
Giant Snowball
Goblin Gang Clone Lumberjack
Zap
Goblin Gang Clone Bandit
Barbarian Barrel
Goblin Gang Clone Giant Skeleton Bandit Lumberjack
The Log
Goblin Gang Clone Giant Skeleton Bandit Lumberjack
Earthquake
Goblin Gang Clone
Arrows
Goblin Gang Clone
Royal Delivery
Goblin Gang Clone Giant Skeleton Bandit Lumberjack
Fireball
Goblin Gang Clone Bandit Lumberjack
Poison
Goblin Gang Clone
Lightning
Bandit Lumberjack
Rocket

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

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 Giant Skeleton

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

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.

Bad

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 Bandit Fireball Lumberjack Giant Skeleton

Shortest cycle

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

8 Mirror Zap Goblin Gang Clone

Attack Synergies 4 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.

Zap
Fireball Mirror Giant Skeleton Bandit Lumberjack
Goblin Gang
Mirror Clone Giant Skeleton Bandit
Fireball
Zap Mirror
Mirror
Zap Fireball Goblin Gang Giant Skeleton Lumberjack
Clone
Giant Skeleton Goblin Gang Lumberjack
Giant Skeleton
Clone Zap Goblin Gang Mirror Bandit Lumberjack
Bandit
Zap Goblin Gang Giant Skeleton Lumberjack
Lumberjack
Zap Mirror Clone Giant Skeleton Bandit

Defense Synergies 3 13

Zap
Fireball Mirror Goblin Gang Giant Skeleton Bandit Lumberjack
Goblin Gang
Zap Mirror Giant Skeleton Bandit Lumberjack
Fireball
Zap Mirror Bandit Lumberjack
Mirror
Zap Fireball Goblin Gang Lumberjack
Clone
Giant Skeleton
Zap Goblin Gang Lumberjack
Bandit
Zap Goblin Gang Fireball Lumberjack
Lumberjack
Zap Goblin Gang Fireball Mirror Giant Skeleton Bandit

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
Lumberjack Zap Goblin Gang Bandit
Goblin Gang Lumberjack Giant Skeleton Bandit
Lumberjack Goblin Gang Bandit
Fireball Giant Skeleton Lumberjack
Goblin Gang Fireball Zap Bandit Lumberjack
Zap Goblin Gang Fireball
Zap Fireball Giant Skeleton Bandit
Goblin Gang Lumberjack
Goblin Gang Giant Skeleton Bandit Lumberjack
Goblin Gang Zap Fireball Giant Skeleton Bandit Lumberjack
Zap Goblin Gang Fireball
Lumberjack Zap Goblin Gang Fireball Giant Skeleton Bandit
Fireball Zap Goblin Gang Lumberjack
Goblin Gang Bandit Lumberjack
Zap Goblin Gang Fireball Bandit Lumberjack
Goblin Gang Fireball Lumberjack
Fireball Zap Goblin Gang Bandit Lumberjack
Zap Fireball Giant Skeleton Bandit Lumberjack
Lumberjack
Goblin Gang Fireball Giant Skeleton Bandit Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap Fireball Giant Skeleton Bandit
Fireball Bandit Zap Goblin Gang Lumberjack
Goblin Gang Giant Skeleton Bandit Lumberjack Zap
Goblin Gang Giant Skeleton Lumberjack Zap Fireball Bandit
Giant Skeleton Goblin Gang Bandit Lumberjack
Fireball Zap Goblin Gang
Goblin Gang Fireball Giant Skeleton Bandit Lumberjack
Giant Skeleton Lumberjack
Zap Giant Skeleton Fireball Bandit
Goblin Gang
Giant Skeleton Lumberjack
Zap Fireball Giant Skeleton
Giant Skeleton Goblin Gang Fireball Bandit Lumberjack
Fireball
Goblin Gang Zap Fireball Giant Skeleton Lumberjack
Zap Fireball Giant Skeleton

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 Giant Skeleton Bandit
Fireball Zap Bandit
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Zap Bandit
Goblin Gang Fireball Lumberjack
Zap Fireball Bandit
Fireball Zap
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball
Zap Fireball Bandit
Zap Fireball
Fireball Giant Skeleton
Fireball
Zap Fireball
Zap Fireball
Fireball Zap Bandit
Fireball Zap Bandit
Fireball Zap Bandit
Zap Fireball
Zap Fireball
Fireball
Zap Fireball Bandit
Zap Fireball
Giant Skeleton
Fireball
Zap Goblin Gang Fireball Bandit
Fireball Zap
Fireball
Fireball Goblin Gang Lumberjack
Zap Fireball
Zap Fireball Giant Skeleton
Zap Goblin Gang Fireball Giant Skeleton
Zap Fireball
Zap Fireball Giant Skeleton Bandit

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