My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Wizard

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.

Wizard Bandit

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 Elite Barbarians Bandit

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 Elite Barbarians 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.

Elite Barbarians Bandit

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 Elite Barbarians Skeleton Army Bandit
Giant Snowball
Goblin Gang Skeleton Army
Zap
Goblin Gang Skeleton Army Bandit
Barbarian Barrel
Goblin Gang Elite Barbarians Wizard Skeleton Army Bandit
The Log
Goblin Gang Elite Barbarians Skeleton Army Bandit
Earthquake
Goblin Gang Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Elite Barbarians Wizard Skeleton Army Bandit
Fireball
Goblin Gang Elite Barbarians Wizard Skeleton Army Bandit
Poison
Goblin Gang Wizard Skeleton Army
Lightning
Elite Barbarians Wizard Bandit
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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.

Skeleton Army

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.

Elite Barbarians Fireball Skeleton Army

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 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.

Good

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 Skeleton Army Bandit Fireball Wizard Elite Barbarians

Shortest cycle

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

8 Mirror Zap Goblin Gang Skeleton Army

Attack Synergies 4 8

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
Elite Barbarians Fireball Mirror Bandit
Goblin Gang
Mirror Bandit
Elite Barbarians
Zap Fireball Wizard Bandit
Fireball
Zap Mirror Elite Barbarians
Wizard
Elite Barbarians Bandit
Mirror
Zap Fireball Goblin Gang Skeleton Army
Skeleton Army
Mirror
Bandit
Zap Goblin Gang Elite Barbarians Wizard

Defense Synergies 4 12

Zap
Fireball Mirror Goblin Gang Elite Barbarians Skeleton Army Bandit
Goblin Gang
Zap Mirror Skeleton Army Bandit
Elite Barbarians
Zap Wizard
Fireball
Zap Mirror Bandit
Wizard
Elite Barbarians Skeleton Army Bandit
Mirror
Zap Fireball Skeleton Army Goblin Gang
Skeleton Army
Mirror Zap Goblin Gang Wizard Bandit
Bandit
Zap Goblin Gang Fireball Wizard Skeleton Army

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 Wizard
Elite Barbarians Skeleton Army Zap Goblin Gang Bandit
Goblin Gang Skeleton Army Elite Barbarians Bandit
Elite Barbarians Skeleton Army Goblin Gang Bandit
Elite Barbarians Fireball Skeleton Army
Goblin Gang Fireball Skeleton Army Zap Bandit
Zap Goblin Gang Fireball Wizard
Zap Fireball Bandit
Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Bandit
Goblin Gang Skeleton Army Zap Fireball Wizard Bandit
Zap Goblin Gang Fireball Wizard
Skeleton Army Zap Goblin Gang Elite Barbarians Fireball Wizard Bandit
Fireball Wizard Skeleton Army Zap Goblin Gang
Elite Barbarians Skeleton Army Goblin Gang Bandit
Skeleton Army Zap Goblin Gang Elite Barbarians Fireball Bandit
Wizard Goblin Gang Elite Barbarians Fireball Skeleton Army
Fireball Zap Goblin Gang Elite Barbarians Wizard Skeleton Army Bandit
Zap Wizard Fireball Bandit
Elite Barbarians
Goblin Gang Wizard Skeleton Army Elite Barbarians Fireball Bandit

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Elite Barbarians Fireball Bandit
Fireball Bandit Zap Goblin Gang Elite Barbarians Wizard
Goblin Gang Skeleton Army Bandit Zap Elite Barbarians
Goblin Gang Skeleton Army Zap Elite Barbarians Fireball Bandit
Goblin Gang Elite Barbarians Skeleton Army Bandit
Fireball Wizard Zap Goblin Gang
Goblin Gang Skeleton Army Elite Barbarians Fireball Bandit
Elite Barbarians Skeleton Army
Zap Elite Barbarians Fireball Skeleton Army Bandit
Goblin Gang Skeleton Army
Elite Barbarians
Skeleton Army Zap Elite Barbarians Fireball
Elite Barbarians Skeleton Army Goblin Gang Fireball Wizard Bandit
Wizard Fireball Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Zap Fireball
Zap Elite Barbarians Fireball Wizard
Zap Fireball

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 Bandit
Fireball Zap Bandit
Fireball Bandit
Fireball
Fireball Wizard Zap
Fireball Wizard Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard Bandit
Goblin Gang Elite Barbarians Fireball
Zap Fireball Wizard Bandit
Fireball Zap Wizard
Elite Barbarians Fireball Bandit
Fireball Bandit
Zap Elite Barbarians Fireball
Zap Fireball Wizard Bandit
Fireball Wizard Bandit
Fireball
Zap Fireball Wizard Bandit
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Fireball Zap Wizard Bandit
Fireball Zap Wizard Bandit
Fireball Zap Bandit
Elite Barbarians Zap Fireball Wizard
Zap Fireball Wizard
Elite Barbarians Fireball
Zap Fireball Wizard Bandit
Zap Fireball
Fireball Wizard
Zap Goblin Gang Fireball Skeleton Army Bandit
Fireball Zap Wizard
Fireball
Fireball Goblin Gang Wizard
Zap Fireball Wizard
Zap Fireball
Elite Barbarians
Zap Goblin Gang Elite Barbarians Fireball
Zap Fireball
Zap Fireball Bandit
Fireball Wizard

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