My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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 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.

Dart Goblin

Defensive buildings

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

Bomb Tower

Investments

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

Bomber Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider

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.

Electro Spirit Knight Dart Goblin Hog Rider

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 Hog Rider

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
Bomber Hog Rider Skeleton Army
Giant Snowball
Bomber Dart Goblin Hog Rider Skeleton Army
Zap
Bomber Dart Goblin Skeleton Army
Barbarian Barrel
Electro Spirit Bomber Knight Dart Goblin Bomb Tower Skeleton Army
The Log
Electro Spirit Bomber Dart Goblin Hog Rider Skeleton Army
Earthquake
Bomber Bomb Tower Hog Rider Skeleton Army
Arrows
Electro Spirit Bomber Dart Goblin Skeleton Army
Royal Delivery
Electro Spirit Bomber Knight Dart Goblin Hog Rider Skeleton Army
Fireball
Bomber Dart Goblin Bomb Tower Hog Rider Skeleton Army
Poison
Bomber Dart Goblin Bomb Tower Skeleton Army
Lightning
Knight Bomb Tower
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Zap Bomb Tower

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.

Electro Spirit Knight 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.

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.

Dart Goblin

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.

Electro Spirit Bomber Zap Knight Dart Goblin Skeleton Army Bomb Tower Hog Rider

Shortest cycle

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

8 Electro Spirit Bomber Zap Knight

Attack Synergies 3 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.

Electro Spirit
Zap Hog Rider
Bomber
Zap Knight Hog Rider
Zap
Hog Rider Electro Spirit Bomber Knight Dart Goblin
Knight
Dart Goblin Hog Rider Bomber Zap
Dart Goblin
Knight Zap Hog Rider
Bomb Tower
Hog Rider
Zap Knight Electro Spirit Bomber Dart Goblin
Skeleton Army

Defense Synergies 4 9

Electro Spirit
Zap
Bomber
Knight Zap
Zap
Bomb Tower Electro Spirit Bomber Knight Dart Goblin Skeleton Army
Knight
Bomber Dart Goblin Bomb Tower Zap Skeleton Army
Dart Goblin
Knight Zap Bomb Tower Skeleton Army
Bomb Tower
Zap Knight Dart Goblin Skeleton Army
Hog Rider
Skeleton Army
Zap Knight Dart Goblin Bomb Tower

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.

Bomber Zap Knight Dart Goblin
Bomb Tower Skeleton Army Zap Knight Dart Goblin
Bomb Tower Skeleton Army Bomber Knight Dart Goblin
Bomb Tower Skeleton Army Knight Dart Goblin
Bomber Bomb Tower Skeleton Army
Skeleton Army Electro Spirit Bomber Zap Dart Goblin Bomb Tower
Dart Goblin Electro Spirit Zap Bomb Tower
Electro Spirit Zap Dart Goblin Bomb Tower
Bomb Tower Skeleton Army
Knight Skeleton Army Bomber Dart Goblin
Dart Goblin Skeleton Army Electro Spirit Bomber Zap Knight Bomb Tower
Zap Dart Goblin
Bomb Tower Skeleton Army Bomber Zap Knight
Bomber Bomb Tower Skeleton Army Electro Spirit Zap Dart Goblin
Skeleton Army Knight Bomb Tower
Bomb Tower Skeleton Army Zap
Bomb Tower Bomber Knight Skeleton Army
Bomb Tower Electro Spirit Bomber Zap Knight Dart Goblin Skeleton Army
Zap Bomb Tower Electro Spirit Bomber Knight Dart Goblin
Dart Goblin Bomb Tower
Bomber Skeleton Army Electro Spirit Knight Dart Goblin Bomb Tower

Counters to secondary win conditions

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

Knight Skeleton Army Zap
Bomber Zap Knight Bomb Tower
Skeleton Army Zap Knight Bomb Tower
Skeleton Army Zap Knight
Knight Skeleton Army
Electro Spirit Zap Dart Goblin Bomb Tower
Skeleton Army Knight Dart Goblin Bomb Tower
Knight Bomb Tower Skeleton Army
Zap Electro Spirit Knight Bomb Tower Skeleton Army
Dart Goblin Skeleton Army
Knight Dart Goblin Bomb Tower
Skeleton Army Zap
Skeleton Army Knight Bomb Tower
Bomber Dart Goblin Bomb Tower Skeleton Army
Skeleton Army Electro Spirit Bomber Zap Knight Dart Goblin Bomb Tower
Electro Spirit Bomber Zap Dart Goblin Bomb Tower
Electro Spirit Bomber Zap Bomb 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.)

Knight Dart Goblin
Zap Dart Goblin
Dart Goblin
Knight Dart Goblin
Bomber Zap
Electro Spirit Zap Dart Goblin
Bomber Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Zap Knight Dart Goblin
Zap Dart Goblin
Knight Dart Goblin
Dart Goblin
Zap Dart Goblin
Bomber Zap Dart Goblin
Dart Goblin
Bomber
Bomber Zap Dart Goblin
Bomber Zap Dart Goblin
Zap
Zap Electro Spirit Bomber
Zap Dart Goblin
Zap
Zap Dart Goblin
Zap Dart Goblin
Zap Electro Spirit Dart Goblin
Bomber Zap Dart Goblin
Zap Electro Spirit
Zap Electro Spirit Dart Goblin Skeleton Army
Zap Dart Goblin
Knight Dart Goblin
Bomber Zap Dart Goblin
Zap
Dart Goblin
Zap Electro Spirit Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin

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