My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Inferno Tower Electro Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Knight Electro Dragon

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 Arrows

Punishments

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

Goblin Gang

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.

Goblins Knight Goblin Gang

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 Dragon

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 Guards
Giant Snowball
Goblins Goblin Gang Guards Electro Dragon
Zap
Goblins Goblin Gang Inferno Tower Guards
Barbarian Barrel
Goblins Knight Goblin Gang Inferno Tower Guards
The Log
Goblins Goblin Gang Guards
Earthquake
Goblin Gang Inferno Tower Guards
Arrows
Goblins Goblin Gang Guards
Royal Delivery
Goblins Knight Goblin Gang Guards Electro Dragon
Fireball
Goblin Gang Inferno Tower Electro Dragon
Poison
Goblin Gang Inferno Tower Guards Electro Dragon
Lightning
Knight Inferno Tower Electro Dragon
Rocket
Inferno Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro 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 Knight Inferno Tower Guards

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.

Goblins Goblin Gang

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.

Goblins Zap Arrows Knight Goblin Gang Guards Inferno Tower Electro Dragon

Shortest cycle

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

10 Goblins Zap Arrows Knight

Attack Synergies 2 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.

Goblins
Zap
Zap
Arrows Goblins Knight Guards Electro Dragon
Arrows
Zap Knight
Knight
Goblin Gang Zap Arrows Electro Dragon
Goblin Gang
Knight
Inferno Tower
Guards
Zap
Electro Dragon
Zap Knight

Defense Synergies 5 15

Goblins
Zap Knight Inferno Tower Electro Dragon
Zap
Goblins Arrows Knight Goblin Gang Inferno Tower Guards Electro Dragon
Arrows
Zap Knight Inferno Tower
Knight
Goblin Gang Inferno Tower Electro Dragon Goblins Zap Arrows
Goblin Gang
Knight Inferno Tower Zap Guards
Inferno Tower
Knight Goblin Gang Guards Goblins Zap Arrows Electro Dragon
Guards
Inferno Tower Zap Goblin Gang Electro Dragon
Electro Dragon
Knight Goblins Zap Inferno Tower Guards

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 Inferno Tower Electro Dragon
Inferno Tower Goblins Zap Knight Goblin Gang Electro Dragon
Goblin Gang Inferno Tower Goblins Knight Electro Dragon
Inferno Tower Goblins Knight Goblin Gang Guards Electro Dragon
Arrows
Arrows Goblin Gang Goblins Zap Guards Electro Dragon
Inferno Tower Zap Arrows Goblin Gang Electro Dragon
Zap Arrows Inferno Tower Electro Dragon
Inferno Tower Goblins Goblin Gang
Knight Goblin Gang Guards Goblins Inferno Tower
Goblins Goblin Gang Guards Zap Arrows Knight Electro Dragon
Arrows Inferno Tower Zap Goblin Gang Electro Dragon
Inferno Tower Zap Knight Goblin Gang Guards Electro Dragon
Goblins Zap Arrows Goblin Gang Guards Electro Dragon
Inferno Tower Knight Goblin Gang
Inferno Tower Zap Goblin Gang
Goblins Arrows Knight Goblin Gang Inferno Tower Electro Dragon
Arrows Goblins Zap Knight Goblin Gang Guards Electro Dragon
Zap Arrows Knight Guards Electro Dragon
Inferno Tower
Goblin Gang Goblins Arrows Knight Guards Electro Dragon

Counters to secondary win conditions

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

Knight Goblin Gang Guards Goblins Zap Inferno Tower
Zap Arrows Knight Goblin Gang Electro Dragon
Goblin Gang Guards Goblins Zap Knight Inferno Tower Electro Dragon
Goblin Gang Guards Zap Knight Inferno Tower
Inferno Tower Knight Goblin Gang Guards
Arrows Zap Goblin Gang Electro Dragon
Goblin Gang Guards Goblins Knight Inferno Tower
Inferno Tower Knight
Zap Electro Dragon Goblins Knight Inferno Tower
Inferno Tower Goblin Gang Guards
Knight Inferno Tower Guards Electro Dragon
Zap Arrows Guards
Knight Goblin Gang Inferno Tower Guards
Electro Dragon
Goblin Gang Inferno Tower Guards Electro Dragon Goblins Zap Knight
Arrows Zap Inferno Tower Electro Dragon
Arrows Inferno Tower

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 Knight Guards Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows Knight Guards
Zap Arrows
Arrows Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Goblins Goblin Gang Guards Electro Dragon
Zap Arrows Knight Electro Dragon
Zap Arrows Electro Dragon
Knight
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Zap Electro Dragon Guards
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows
Zap Goblin Gang Guards Electro Dragon
Zap Arrows Electro Dragon
Arrows
Knight Goblin Gang Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon
Zap Electro Dragon Goblin Gang Guards
Zap Electro Dragon
Electro Dragon Zap

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