My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Baby Dragon Electro Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Baby Dragon Electro Wizard

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.

Fireball Tornado

Punishments

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

Goblin Gang Elite Barbarians

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 Baby Dragon

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Baby Dragon

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 Tornado Baby Dragon

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblin Gang Skeleton Army Tornado Fireball Goblin Cage Baby Dragon Electro Wizard Elite Barbarians

Shortest cycle

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

13 Goblin Gang Skeleton Army Tornado Fireball

Attack Synergies 2 7

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.

Goblin Gang
Goblin Cage Baby Dragon
Elite Barbarians
Fireball
Fireball
Tornado Elite Barbarians Baby Dragon Electro Wizard
Goblin Cage
Goblin Gang Baby Dragon
Skeleton Army
Tornado
Fireball Baby Dragon
Baby Dragon
Tornado Goblin Gang Fireball Goblin Cage Electro Wizard
Electro Wizard
Fireball Baby Dragon

Defense Synergies 1 12

Goblin Gang
Goblin Cage Skeleton Army Electro Wizard
Elite Barbarians
Fireball
Tornado Goblin Cage Electro Wizard
Goblin Cage
Goblin Gang Fireball Skeleton Army Tornado Baby Dragon Electro Wizard
Skeleton Army
Goblin Gang Goblin Cage Electro Wizard
Tornado
Fireball Goblin Cage Baby Dragon Electro Wizard
Baby Dragon
Goblin Cage Tornado
Electro Wizard
Goblin Gang Fireball Goblin Cage Skeleton Army Tornado

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.

Fireball Goblin Cage Baby Dragon Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Goblin Cage Electro Wizard
Goblin Gang Goblin Cage Skeleton Army Tornado Elite Barbarians Electro Wizard
Elite Barbarians Goblin Cage Skeleton Army Goblin Gang Electro Wizard
Elite Barbarians Fireball Goblin Cage Skeleton Army Tornado
Goblin Gang Fireball Skeleton Army Tornado Baby Dragon Electro Wizard
Tornado Electro Wizard Goblin Gang Fireball Goblin Cage Baby Dragon
Fireball Goblin Cage Baby Dragon Electro Wizard
Goblin Gang Elite Barbarians Goblin Cage Skeleton Army Tornado
Goblin Gang Elite Barbarians Skeleton Army Tornado Electro Wizard
Goblin Gang Skeleton Army Electro Wizard Fireball Tornado Baby Dragon
Goblin Gang Fireball Tornado Baby Dragon Electro Wizard
Goblin Cage Skeleton Army Goblin Gang Elite Barbarians Fireball Electro Wizard
Fireball Skeleton Army Goblin Gang Goblin Cage Tornado Baby Dragon Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Goblin Cage Electro Wizard
Skeleton Army Tornado Goblin Gang Elite Barbarians Fireball Goblin Cage Electro Wizard
Goblin Gang Elite Barbarians Fireball Goblin Cage Skeleton Army Tornado Electro Wizard
Fireball Goblin Cage Goblin Gang Elite Barbarians Skeleton Army Tornado Baby Dragon Electro Wizard
Goblin Cage Tornado Baby Dragon Fireball Electro Wizard
Elite Barbarians Goblin Cage Tornado Electro Wizard
Goblin Gang Skeleton Army Elite Barbarians Fireball Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Elite Barbarians Fireball Goblin Cage Electro Wizard
Fireball Electro Wizard Goblin Gang Elite Barbarians Baby Dragon
Goblin Gang Skeleton Army Elite Barbarians Goblin Cage Electro Wizard
Goblin Gang Skeleton Army Elite Barbarians Fireball Goblin Cage Tornado Electro Wizard
Goblin Gang Elite Barbarians Goblin Cage Skeleton Army
Fireball Goblin Gang Tornado Baby Dragon Electro Wizard
Goblin Gang Skeleton Army Elite Barbarians Fireball Goblin Cage Electro Wizard
Elite Barbarians Goblin Cage Skeleton Army
Goblin Cage Electro Wizard Elite Barbarians Fireball Skeleton Army Tornado Baby Dragon
Goblin Gang Goblin Cage Skeleton Army
Elite Barbarians Goblin Cage
Skeleton Army Elite Barbarians Fireball Goblin Cage Tornado Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Fireball Goblin Cage
Fireball Goblin Cage Skeleton Army Baby Dragon
Goblin Gang Elite Barbarians Skeleton Army Electro Wizard Fireball Goblin Cage Tornado Baby Dragon
Elite Barbarians Fireball Goblin Cage Baby Dragon Electro Wizard
Fireball Goblin Cage Electro Wizard
Tornado
Elite Barbarians Skeleton Army

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 Baby Dragon
Fireball Tornado Baby Dragon Electro Wizard
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Tornado Baby Dragon
Tornado Baby Dragon
Fireball Tornado Baby Dragon
Fireball Tornado
Goblin Gang Elite Barbarians Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Tornado
Fireball Baby Dragon Electro Wizard
Fireball Tornado Baby Dragon
Fireball Baby Dragon
Fireball Tornado
Tornado
Fireball Baby Dragon
Tornado Fireball Baby Dragon
Fireball Tornado Baby Dragon Electro Wizard
Fireball Tornado Baby Dragon
Fireball Tornado Baby Dragon
Elite Barbarians Fireball Tornado Baby Dragon Electro Wizard
Electro Wizard Fireball
Elite Barbarians Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Goblin Gang Fireball Skeleton Army
Fireball Tornado Baby Dragon Electro Wizard
Fireball
Fireball Goblin Gang Baby Dragon Electro Wizard
Fireball Baby Dragon
Fireball Tornado
Elite Barbarians
Goblin Gang Elite Barbarians Fireball Tornado Baby Dragon Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Baby Dragon Electro Wizard
Fireball

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