My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Mediocre
F2P score
Good

3 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang

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.

Giant Balloon Goblinstein

Offensive cards

Win conditions

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

Giant Balloon

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 Giant Balloon

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.

Electro Spirit Goblin Gang Giant Balloon

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 Balloon

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 Giant Balloon
Giant Snowball
Goblin Gang Balloon
Zap
Goblin Gang Balloon
Barbarian Barrel
Electro Spirit Goblin Gang Bomb Tower
The Log
Electro Spirit Goblin Gang
Earthquake
Goblin Gang Bomb Tower
Arrows
Electro Spirit Goblin Gang
Royal Delivery
Electro Spirit Goblin Gang Balloon
Fireball
Goblin Gang Bomb Tower Balloon
Poison
Goblin Gang Bomb Tower Balloon
Lightning
Bomb Tower Balloon Goblinstein
Rocket
Bomb Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Fireball Bomb Tower

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.

Electro Spirit

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.

Fireball

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

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.

Electro Spirit Zap Goblin Gang Fireball Bomb Tower Giant Balloon Goblinstein

Shortest cycle

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

10 Electro Spirit Zap Goblin Gang Fireball

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 Fireball Giant Balloon
Zap
Fireball Giant Balloon Electro Spirit
Goblin Gang
Giant Balloon
Fireball
Zap Electro Spirit Giant
Bomb Tower
Giant
Zap Electro Spirit Goblin Gang Fireball Balloon
Balloon
Zap Electro Spirit Goblin Gang Giant
Goblinstein

Defense Synergies 2 4

Electro Spirit
Zap
Zap
Fireball Bomb Tower Electro Spirit Goblin Gang
Goblin Gang
Zap Bomb Tower
Fireball
Zap Bomb Tower
Bomb Tower
Zap Goblin Gang Fireball
Giant
Balloon
Goblinstein

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
Bomb Tower Zap Goblin Gang
Goblin Gang Bomb Tower
Bomb Tower Goblin Gang
Fireball Bomb Tower
Goblin Gang Fireball Electro Spirit Zap Bomb Tower
Electro Spirit Zap Goblin Gang Fireball Bomb Tower
Electro Spirit Zap Fireball Bomb Tower
Goblin Gang Bomb Tower
Goblin Gang
Goblin Gang Electro Spirit Zap Fireball Bomb Tower
Zap Goblin Gang Fireball
Bomb Tower Zap Goblin Gang Fireball
Fireball Bomb Tower Electro Spirit Zap Goblin Gang
Goblin Gang Bomb Tower
Bomb Tower Zap Goblin Gang Fireball
Bomb Tower Goblin Gang Fireball
Fireball Bomb Tower Electro Spirit Zap Goblin Gang
Zap Bomb Tower Electro Spirit Fireball
Bomb Tower
Goblin Gang Electro Spirit Fireball Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Goblin Gang Zap Fireball
Fireball Zap Goblin Gang Bomb Tower
Goblin Gang Zap Bomb Tower
Goblin Gang Zap Fireball
Goblin Gang
Fireball Electro Spirit Zap Goblin Gang Bomb Tower
Goblin Gang Fireball Bomb Tower
Bomb Tower
Zap Electro Spirit Fireball Bomb Tower
Goblin Gang
Bomb Tower
Zap Fireball
Goblin Gang Fireball Bomb Tower
Fireball Bomb Tower
Goblin Gang Electro Spirit Zap Fireball Bomb Tower
Electro Spirit Zap Fireball Bomb Tower
Electro Spirit Zap Fireball 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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Zap
Fireball Electro Spirit Zap
Fireball Zap
Fireball Zap
Goblin Gang Fireball
Zap Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Electro Spirit Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Zap Fireball
Zap Electro Spirit Fireball
Fireball
Zap Fireball
Zap Electro Spirit Fireball
Fireball
Zap Electro Spirit Goblin Gang Fireball
Fireball Zap
Fireball
Fireball Goblin Gang
Zap Fireball
Zap Fireball
Zap Electro Spirit Goblin Gang Fireball
Zap Fireball
Zap Fireball
Fireball

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