My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker

Defensive buildings

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

Goblin Drill

Investments

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

Knight Firecracker

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Rage Void

Pump responses

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

Void Goblin Drill

Dropped at the bridge

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

Electro Spirit Knight Barbarians

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 Spirit Firecracker Goblin Drill

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 Drill
Giant Snowball
Barbarians Goblin Drill
Zap
Firecracker Goblin Drill
Barbarian Barrel
Electro Spirit Knight Firecracker Barbarians Goblin Drill
The Log
Electro Spirit Firecracker Barbarians Goblin Drill
Earthquake
Firecracker Barbarians Goblin Drill
Arrows
Electro Spirit Firecracker Goblin Drill
Royal Delivery
Electro Spirit Knight Firecracker Barbarians Goblin Drill
Fireball
Firecracker Barbarians Goblin Drill
Poison
Firecracker Barbarians Goblin Drill
Lightning
Knight
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker

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.

Electro Spirit Knight Rage Goblin Drill

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.

Barbarians

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.

Electro Spirit Zap Rage Knight Firecracker Void Goblin Drill Barbarians

Shortest cycle

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

8 Electro Spirit Zap Rage Knight

Attack Synergies 3 5

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.

Electro Spirit
Zap Goblin Drill
Zap
Firecracker Void Electro Spirit Knight
Knight
Firecracker Zap Goblin Drill
Firecracker
Zap Knight Goblin Drill
Barbarians
Rage
Void
Zap
Goblin Drill
Electro Spirit Knight Firecracker

Defense Synergies 1 7

Electro Spirit
Zap Goblin Drill
Zap
Electro Spirit Knight Firecracker Barbarians Void Goblin Drill
Knight
Firecracker Zap
Firecracker
Knight Zap
Barbarians
Zap
Rage
Void
Zap
Goblin Drill
Electro Spirit 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.

Zap Knight Firecracker Void
Barbarians Zap Knight Firecracker Goblin Drill
Barbarians Knight Void Goblin Drill
Barbarians Knight Firecracker Goblin Drill
Firecracker Barbarians
Electro Spirit Zap Firecracker
Electro Spirit Zap Firecracker Void
Electro Spirit Zap Barbarians Void
Barbarians Goblin Drill
Knight Firecracker Barbarians
Barbarians Electro Spirit Zap Knight Firecracker Goblin Drill
Zap Firecracker
Barbarians Goblin Drill Zap Knight
Electro Spirit Zap Firecracker Barbarians Goblin Drill
Barbarians Knight Goblin Drill
Barbarians Zap Goblin Drill
Barbarians Knight Firecracker Goblin Drill
Electro Spirit Zap Knight Firecracker Barbarians Goblin Drill
Zap Goblin Drill Electro Spirit Knight Firecracker Barbarians
Barbarians Goblin Drill
Electro Spirit Knight Firecracker Barbarians

Counters to secondary win conditions

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

Knight Barbarians Zap Void
Void Zap Knight Firecracker
Barbarians Zap Knight
Zap Knight Barbarians
Barbarians Knight Goblin Drill
Firecracker Electro Spirit Zap
Knight Barbarians Void
Knight Barbarians
Zap Void Electro Spirit Knight Firecracker Barbarians
Barbarians Goblin Drill
Knight Barbarians
Zap Barbarians Void
Barbarians Knight
Firecracker Barbarians
Barbarians Electro Spirit Zap Knight Firecracker Goblin Drill
Electro Spirit Zap Firecracker Barbarians
Electro Spirit Zap Void

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.)

Void Knight Firecracker Goblin Drill
Firecracker Void Zap
Void Goblin Drill
Knight Firecracker Barbarians Void
Zap Firecracker
Firecracker Electro Spirit Zap
Firecracker
Zap Firecracker
Void Zap Firecracker
Void
Firecracker Void Zap Knight
Void Zap Firecracker
Knight Firecracker Void
Firecracker Void
Zap Firecracker
Zap Firecracker Goblin Drill
Firecracker
Void Zap Firecracker
Zap Firecracker Void
Void
Void
Void
Zap Barbarians Void Goblin Drill
Zap Firecracker Electro Spirit
Firecracker Void Zap
Void Zap
Void Zap Firecracker
Zap Firecracker Void
Zap Electro Spirit Firecracker Void
Void
Void Zap
Zap Void Electro Spirit Firecracker
Firecracker
Zap Electro Spirit Barbarians Void
Zap Firecracker
Void Knight Firecracker
Zap Firecracker
Void Zap
Firecracker
Zap Electro Spirit Firecracker
Firecracker Zap Void
Void Zap Firecracker
Firecracker Void
Void

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: