My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
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!
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.

Zappies Goblin Giant Night Witch Ram Rider

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.

Knight Zappies Goblin Giant Night Witch Ram Rider Skeleton King

Offensive cards

Win conditions

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

Goblin Giant Ram Rider

Damage spells

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

Arrows Goblin Curse

Punishments

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

Goblin Giant Ram 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.

Knight Goblin Giant Ram Rider Skeleton King

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.

Ram 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
Goblin Curse Night Witch Ram Rider Skeleton King
Giant Snowball
Zappies Goblin Curse Night Witch Ram Rider Skeleton King
Zap
Zappies Goblin Curse Goblin Giant Night Witch Ram Rider Skeleton King
Barbarian Barrel
Knight Zappies Goblin Curse Night Witch Skeleton King
The Log
Zappies Goblin Curse Ram Rider Skeleton King
Earthquake
Zappies Skeleton King
Arrows
Zappies Goblin Curse Night Witch Skeleton King
Royal Delivery
Knight Zappies Night Witch Ram Rider Skeleton King
Fireball
Zappies Night Witch Ram Rider Skeleton King
Poison
Zappies Goblin Curse Night Witch Skeleton King
Lightning
Knight Night Witch Ram Rider Skeleton King
Rocket
Night Witch Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton King

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 Goblin Curse Night Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Arrows Knight Zappies Night Witch Skeleton King Ram Rider Goblin Giant

Shortest cycle

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

12 Goblin Curse Arrows Knight Zappies

Attack Synergies 1 11

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.

Arrows
Goblin Curse Knight Goblin Giant Night Witch Ram Rider
Knight
Arrows Zappies Night Witch Ram Rider
Zappies
Knight Goblin Giant Ram Rider
Goblin Curse
Arrows
Goblin Giant
Arrows Zappies Night Witch
Night Witch
Arrows Knight Goblin Giant Skeleton King
Ram Rider
Arrows Knight Zappies
Skeleton King
Night Witch

Defense Synergies 0 4

Arrows
Knight
Knight
Arrows Zappies Night Witch
Zappies
Knight Skeleton King
Goblin Curse
Goblin Giant
Night Witch
Knight
Ram Rider
Skeleton King
Zappies

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.

Knight Zappies Goblin Giant Ram Rider
Knight Zappies Goblin Curse Night Witch Ram Rider
Ram Rider Knight Zappies Goblin Curse Night Witch
Night Witch Knight Zappies Goblin Curse Ram Rider Skeleton King
Arrows
Arrows Zappies Night Witch
Ram Rider Arrows Zappies Goblin Curse Night Witch
Arrows Goblin Giant Ram Rider
Zappies Goblin Curse Night Witch Skeleton King
Knight Zappies Night Witch
Goblin Curse Arrows Knight Zappies Goblin Giant Night Witch Ram Rider Skeleton King
Arrows Zappies Goblin Curse Night Witch Ram Rider
Night Witch Knight Zappies Goblin Curse Ram Rider
Arrows Zappies Goblin Curse Night Witch Skeleton King
Knight Zappies Goblin Curse Ram Rider Skeleton King
Zappies Goblin Curse Ram Rider
Arrows Knight Zappies Night Witch
Arrows Knight Zappies Night Witch Ram Rider
Arrows Knight Zappies Goblin Curse Ram Rider
Zappies Goblin Curse Ram Rider
Arrows Knight Zappies Goblin Curse Goblin Giant Night Witch

Counters to secondary win conditions

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

Knight Zappies
Arrows Knight
Zappies Knight Goblin Giant Ram Rider
Knight Zappies Goblin Giant Night Witch Ram Rider
Knight Zappies Goblin Curse Goblin Giant Night Witch Ram Rider
Arrows Zappies Goblin Curse Goblin Giant Ram Rider
Knight Zappies Goblin Giant Night Witch Ram Rider
Knight Zappies Goblin Curse Goblin Giant
Knight Zappies
Zappies Goblin Curse Goblin Giant
Knight Zappies
Arrows Goblin Giant
Knight Zappies Goblin Curse Goblin Giant Night Witch Ram Rider Skeleton King
Zappies Goblin Curse
Zappies Knight Goblin Giant Night Witch Skeleton King
Arrows Zappies Goblin Curse Skeleton King
Arrows

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
Arrows Goblin Curse Ram Rider
Arrows Goblin Giant
Arrows Knight
Arrows Goblin Curse
Arrows Goblin Curse Goblin Giant Ram Rider
Arrows
Arrows Goblin Curse Ram Rider
Arrows Ram Rider
Night Witch
Arrows Knight Ram Rider
Arrows Goblin Curse
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Night Witch
Arrows
Arrows Goblin Curse
Night Witch
Arrows
Arrows
Arrows Goblin Curse
Arrows Ram Rider
Arrows Ram Rider
Arrows Goblin Curse
Arrows Goblin Curse Night Witch
Zappies
Night Witch
Arrows Night Witch
Arrows Zappies
Arrows Goblin Curse
Zappies Night Witch
Arrows Zappies Goblin Curse Ram Rider
Arrows
Knight
Arrows Skeleton King
Arrows
Zappies Skeleton King
Zappies
Goblin Giant

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