My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Goblin Gang Firecracker Inferno Dragon

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.

Skeletons Knight Firecracker Inferno Dragon

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 The Log

Punishments

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

Goblin Gang

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 Gang

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.

Firecracker

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
Skeletons Goblin Gang Guards Inferno Dragon
Giant Snowball
Skeletons Goblin Gang Guards Inferno Dragon
Zap
Skeletons Goblin Gang Firecracker Guards Inferno Dragon
Barbarian Barrel
Skeletons Knight Goblin Gang Firecracker Guards
The Log
Skeletons Goblin Gang Firecracker Guards
Earthquake
Skeletons Goblin Gang Firecracker Guards
Arrows
Skeletons Goblin Gang Firecracker Guards
Royal Delivery
Skeletons Knight Goblin Gang Firecracker Guards Inferno Dragon
Fireball
Goblin Gang Firecracker Inferno Dragon
Poison
Goblin Gang Firecracker Guards
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log

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.

Knight Guards Inferno Dragon

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

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.

Skeletons Zap The Log Knight Goblin Gang Firecracker Guards Inferno Dragon

Shortest cycle

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

8 Skeletons Zap The Log Knight

Attack Synergies 3 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.

Skeletons
Zap
Firecracker Knight Guards The Log
Knight
Goblin Gang Firecracker Zap The Log
Goblin Gang
Knight Firecracker
Firecracker
Zap Knight Goblin Gang Inferno Dragon
Guards
Zap The Log
The Log
Zap Knight Guards
Inferno Dragon
Firecracker

Defense Synergies 3 19

Skeletons
Zap Knight Firecracker The Log Inferno Dragon
Zap
Skeletons Knight Goblin Gang Firecracker Guards The Log Inferno Dragon
Knight
Goblin Gang Firecracker Skeletons Zap The Log
Goblin Gang
Knight Zap Firecracker Guards The Log Inferno Dragon
Firecracker
Knight The Log Skeletons Zap Goblin Gang Guards
Guards
Zap Goblin Gang Firecracker The Log
The Log
Firecracker Skeletons Zap Knight Goblin Gang Guards Inferno Dragon
Inferno Dragon
Skeletons Zap Goblin Gang The Log

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 Knight Firecracker The Log
Inferno Dragon Skeletons Zap Knight Goblin Gang Firecracker The Log
Goblin Gang Skeletons Knight Inferno Dragon
Inferno Dragon Skeletons Knight Goblin Gang Firecracker Guards
Firecracker The Log
Goblin Gang The Log Skeletons Zap Firecracker Guards
Inferno Dragon Zap Goblin Gang Firecracker
Zap The Log
Inferno Dragon Skeletons Goblin Gang
Knight Goblin Gang Guards Skeletons Firecracker
Goblin Gang Guards Skeletons Zap Knight Firecracker The Log
Inferno Dragon Zap Goblin Gang Firecracker
Skeletons Zap Knight Goblin Gang Guards The Log
Zap Goblin Gang Firecracker Guards The Log
Inferno Dragon Knight Goblin Gang
Zap Goblin Gang The Log Inferno Dragon
Skeletons Knight Goblin Gang Firecracker
Zap Knight Goblin Gang Firecracker Guards The Log
Zap The Log Knight Firecracker Guards Inferno Dragon
Inferno Dragon
Goblin Gang Knight Firecracker Guards The Log

Counters to secondary win conditions

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

Knight Goblin Gang Guards Skeletons Zap
Zap Knight Goblin Gang Firecracker The Log Inferno Dragon
Goblin Gang Guards Skeletons Zap Knight The Log
Goblin Gang Guards Zap Knight The Log
Skeletons Knight Goblin Gang Guards Inferno Dragon
Firecracker Skeletons Zap Goblin Gang
Goblin Gang Guards Skeletons Knight
Knight Inferno Dragon
Zap Skeletons Knight Firecracker The Log Inferno Dragon
Skeletons Goblin Gang Guards Inferno Dragon
Inferno Dragon Knight Guards
Zap Guards The Log
Skeletons Knight Goblin Gang Guards
Firecracker
Goblin Gang Guards Skeletons Zap Knight Firecracker The Log Inferno Dragon
Zap Firecracker The Log Inferno Dragon
Zap

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 Firecracker Guards The Log
Firecracker Zap The Log
The Log
Knight Firecracker Guards The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Goblin Gang Guards
Firecracker Zap Knight The Log
Zap Firecracker
Knight Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Inferno Dragon
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Zap Firecracker
Zap Firecracker Guards
Zap The Log
Zap Firecracker
Firecracker The Log
Zap Goblin Gang Guards
Zap Firecracker
The Log
Knight Goblin Gang Firecracker
The Log Zap Firecracker
Zap
Firecracker
Zap Goblin Gang Firecracker Guards The Log
Firecracker Zap
Zap Firecracker The Log
Inferno Dragon
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: