My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers Goblin Gang Skeleton Dragons

Defensive buildings

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

Mortar

Investments

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

Archers Skeleton Dragons

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Fireball Rage Void

Punishments

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

Goblin Gang Mortar

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Mortar

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.

Goblin Machine

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
Archers Goblin Gang
Giant Snowball
Archers Goblin Gang Skeleton Dragons
Zap
Archers Goblin Gang Mortar
Barbarian Barrel
Archers Goblin Gang Mortar
The Log
Archers Goblin Gang
Earthquake
Archers Goblin Gang Mortar
Arrows
Archers Goblin Gang Skeleton Dragons
Royal Delivery
Archers Goblin Gang Skeleton Dragons
Fireball
Archers Goblin Gang Skeleton Dragons Mortar
Poison
Archers Goblin Gang Skeleton Dragons Mortar
Lightning
Skeleton Dragons Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Fireball Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Mortar Fireball Goblin Machine

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.

Rage Goblin Machine

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.

Rage Archers Goblin Gang Void Skeleton Dragons Mortar Fireball Goblin Machine

Shortest cycle

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

11 Rage Archers Goblin Gang Void

Attack Synergies 0 5

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.

Archers
Mortar
Goblin Gang
Mortar
Skeleton Dragons
Mortar
Mortar
Archers Goblin Gang Skeleton Dragons Fireball
Fireball
Mortar
Rage
Goblin Machine
Void
Goblin Machine
Rage

Defense Synergies 0 8

Archers
Goblin Gang Skeleton Dragons Mortar
Goblin Gang
Archers Skeleton Dragons Mortar
Skeleton Dragons
Archers Goblin Gang Mortar Fireball
Mortar
Archers Goblin Gang Skeleton Dragons Fireball
Fireball
Skeleton Dragons Mortar
Rage
Void
Goblin Machine

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.

Skeleton Dragons Mortar Fireball Void
Goblin Gang Skeleton Dragons Mortar
Goblin Gang Mortar Archers Skeleton Dragons Void
Goblin Gang Skeleton Dragons Mortar
Fireball
Goblin Gang Fireball Archers Skeleton Dragons
Skeleton Dragons Archers Goblin Gang Mortar Fireball Void
Skeleton Dragons Fireball Void
Goblin Gang Mortar
Goblin Gang Archers
Archers Goblin Gang Skeleton Dragons Fireball
Skeleton Dragons Archers Goblin Gang Fireball
Mortar Goblin Gang Skeleton Dragons Fireball
Fireball Goblin Gang Skeleton Dragons Mortar
Goblin Gang Mortar
Goblin Gang Mortar Fireball
Goblin Gang Skeleton Dragons Mortar Fireball
Mortar Fireball Archers Goblin Gang Skeleton Dragons
Mortar Archers Skeleton Dragons Fireball
Mortar
Goblin Gang Skeleton Dragons Archers Fireball

Counters to secondary win conditions

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

Goblin Gang Archers Fireball Void
Fireball Void Archers Goblin Gang Skeleton Dragons Mortar
Goblin Gang
Goblin Gang Fireball
Goblin Gang
Skeleton Dragons Fireball Archers Goblin Gang
Goblin Gang Archers Fireball Void
Void Skeleton Dragons Mortar Fireball
Goblin Gang Skeleton Dragons
Fireball Void
Goblin Gang Fireball
Archers Skeleton Dragons Fireball
Goblin Gang Archers Skeleton Dragons Mortar Fireball
Archers Skeleton Dragons Fireball
Mortar Fireball Void

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 Void Skeleton Dragons Mortar
Mortar Fireball Void Skeleton Dragons
Skeleton Dragons Fireball Void
Skeleton Dragons Fireball Void
Fireball Skeleton Dragons Mortar
Skeleton Dragons Fireball Goblin Machine
Archers Skeleton Dragons Mortar
Fireball Skeleton Dragons
Fireball Void Skeleton Dragons Mortar
Goblin Gang Fireball Void
Void Skeleton Dragons Mortar Fireball Goblin Machine
Fireball Void Archers Skeleton Dragons
Skeleton Dragons Mortar Fireball Void
Skeleton Dragons Mortar Fireball Void
Skeleton Dragons Mortar Fireball
Skeleton Dragons Mortar Fireball
Skeleton Dragons Mortar Fireball
Mortar Fireball
Skeleton Dragons
Void Archers Skeleton Dragons Mortar Fireball Goblin Machine
Skeleton Dragons Mortar Fireball Void Goblin Machine
Skeleton Dragons Fireball Void
Skeleton Dragons Fireball Void
Void
Skeleton Dragons Mortar Fireball Void
Skeleton Dragons Mortar Fireball Goblin Machine
Mortar Fireball Void Skeleton Dragons
Fireball Void Skeleton Dragons Mortar
Fireball Void Skeleton Dragons Mortar
Archers Skeleton Dragons Fireball Void
Skeleton Dragons Fireball Void
Fireball Void
Void Skeleton Dragons Mortar Fireball
Void Skeleton Dragons Fireball
Fireball
Archers Goblin Gang Fireball Void
Fireball Archers Skeleton Dragons
Fireball
Fireball Void Goblin Gang Skeleton Dragons
Skeleton Dragons Mortar Fireball
Void Fireball
Skeleton Dragons
Goblin Gang Skeleton Dragons Fireball
Skeleton Dragons Fireball Void
Void Mortar Fireball
Fireball Skeleton Dragons Mortar Void
Void

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