My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

1 problems 2 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!
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.

Flying Machine Zappies Goblin Giant

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.

Flying Machine Zappies Goblin Giant Bandit

Offensive cards

Win conditions

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

Goblin Giant

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.

Goblin Giant Bandit

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.

Heal Spirit Flying Machine Goblin Giant Bandit

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.

Bandit Goblin Machine

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
Bandit
Giant Snowball
Flying Machine Zappies
Zap
Flying Machine Zappies Goblin Giant Bandit
Barbarian Barrel
Heal Spirit Zappies Bandit
The Log
Heal Spirit Zappies Bandit
Earthquake
Zappies
Arrows
Heal Spirit Flying Machine Zappies
Royal Delivery
Heal Spirit Flying Machine Zappies Bandit
Fireball
Flying Machine Zappies Bandit
Poison
Flying Machine Zappies
Lightning
Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Goblin Machine

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.

Heal Spirit Rage Goblin Machine

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.

Heal Spirit

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.

Heal Spirit Zap Rage Bandit Flying Machine Zappies Goblin Machine Goblin Giant

Shortest cycle

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

8 Heal Spirit Zap Rage Bandit

Attack Synergies 1 14

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
Goblin Giant Heal Spirit Flying Machine Zappies Bandit
Heal Spirit
Zap Zappies Goblin Giant Bandit
Flying Machine
Zap Zappies Goblin Giant
Zappies
Zap Heal Spirit Flying Machine Rage Goblin Giant Bandit
Rage
Zappies Goblin Giant
Goblin Giant
Zap Heal Spirit Flying Machine Zappies Rage Bandit
Bandit
Zap Heal Spirit Zappies Goblin Giant
Goblin Machine

Defense Synergies 1 6

Zap
Goblin Giant Flying Machine Zappies Bandit
Heal Spirit
Flying Machine
Zap Zappies Bandit
Zappies
Zap Flying Machine Bandit
Rage
Goblin Giant
Zap
Bandit
Zap Flying Machine Zappies
Goblin Machine

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 Flying Machine Zappies Goblin Giant
Zap Flying Machine Zappies Bandit
Zappies Bandit
Zappies Bandit
Zap Flying Machine Zappies Bandit
Zap Flying Machine Zappies
Zap Flying Machine Goblin Giant Bandit
Zappies
Zappies Bandit
Zap Flying Machine Zappies Goblin Giant Bandit
Zap Flying Machine Zappies
Zap Flying Machine Zappies Bandit
Zap Zappies
Zappies Bandit
Zap Zappies Bandit
Zappies
Zap Flying Machine Zappies Bandit
Zap Flying Machine Zappies Bandit
Zappies
Flying Machine Zappies Goblin Giant Bandit

Counters to secondary win conditions

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

Zap Zappies Bandit
Bandit Zap Flying Machine
Zappies Bandit Zap Goblin Giant
Zap Zappies Goblin Giant Bandit
Zappies Goblin Giant Bandit
Zap Flying Machine Zappies Goblin Giant
Flying Machine Zappies Goblin Giant Bandit
Zappies Goblin Giant
Zap Flying Machine Zappies Bandit
Zappies Goblin Giant
Flying Machine Zappies
Zap Goblin Giant
Zappies Goblin Giant Bandit
Flying Machine Zappies
Zappies Zap Flying Machine Goblin Giant
Zap Flying Machine Zappies

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.)

Flying Machine Bandit
Zap Flying Machine Bandit
Flying Machine Goblin Giant Bandit
Flying Machine
Zap
Zap Flying Machine Goblin Giant
Flying Machine
Zap Flying Machine
Zap Flying Machine Bandit
Zap Flying Machine Bandit
Zap Flying Machine
Flying Machine Bandit
Flying Machine Bandit
Zap Flying Machine
Zap Flying Machine Bandit
Flying Machine Bandit
Zap Flying Machine Bandit
Zap Flying Machine
Zap Flying Machine
Zap
Zap Flying Machine Bandit
Zap Flying Machine Bandit
Zap Bandit
Zap Flying Machine
Zap Flying Machine Zappies
Zap Bandit
Zap Zappies
Zap Flying Machine Zappies Bandit
Zap Flying Machine Zappies
Flying Machine
Zap Flying Machine
Zap
Flying Machine
Zap Flying Machine Zappies
Zap Flying Machine Zappies
Zap Flying Machine Goblin Giant Bandit

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