My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Giant Magic Archer

Defensive buildings

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

Cannon

Investments

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

Knight Goblin Giant Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel Goblin Giant

Damage spells

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

Fireball

Punishments

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

Wall Breakers Goblin Barrel Goblin Giant

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Electro Spirit Knight Wall Breakers Goblin Giant Magic Archer

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 Goblin Barrel Magic Archer

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
Wall Breakers Goblin Barrel
Giant Snowball
Cannon Wall Breakers Goblin Barrel
Zap
Cannon Wall Breakers Goblin Barrel Goblin Giant
Barbarian Barrel
Electro Spirit Knight Cannon Wall Breakers Goblin Barrel Magic Archer
The Log
Electro Spirit Cannon Wall Breakers Goblin Barrel
Earthquake
Cannon Goblin Barrel
Arrows
Electro Spirit Wall Breakers Goblin Barrel
Royal Delivery
Electro Spirit Knight Wall Breakers Goblin Barrel Magic Archer
Fireball
Cannon Wall Breakers Goblin Barrel Magic Archer
Poison
Cannon Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Magic Archer

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 Knight

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 Goblin Barrel

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.

Fireball Goblin Barrel

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.

Electro Spirit Wall Breakers Knight Cannon Goblin Barrel Fireball Magic Archer Goblin Giant

Shortest cycle

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

9 Electro Spirit Wall Breakers Knight Cannon

Attack Synergies 3 10

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
Fireball Wall Breakers Goblin Giant
Knight
Wall Breakers Goblin Barrel Fireball Magic Archer
Cannon
Fireball
Goblin Giant Electro Spirit Knight Wall Breakers Magic Archer
Wall Breakers
Knight Electro Spirit Fireball Goblin Giant
Goblin Barrel
Knight Goblin Giant
Goblin Giant
Fireball Electro Spirit Wall Breakers Goblin Barrel Magic Archer
Magic Archer
Knight Fireball Goblin Giant

Defense Synergies 3 4

Electro Spirit
Knight
Cannon Magic Archer Fireball
Cannon
Knight Fireball Magic Archer
Fireball
Goblin Giant Knight Cannon
Wall Breakers
Goblin Barrel
Goblin Giant
Fireball Magic Archer
Magic Archer
Knight Cannon Goblin Giant

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 Cannon Fireball Goblin Giant Magic Archer
Knight Cannon
Cannon Knight
Cannon Knight
Fireball
Fireball Electro Spirit Cannon Magic Archer
Electro Spirit Cannon Fireball Magic Archer
Electro Spirit Cannon Fireball Goblin Giant Magic Archer
Cannon
Knight Cannon
Electro Spirit Knight Cannon Fireball Goblin Giant Magic Archer
Fireball Magic Archer
Cannon Knight Fireball
Fireball Electro Spirit Cannon Magic Archer
Knight Cannon
Cannon Fireball
Knight Cannon Fireball
Cannon Fireball Electro Spirit Knight Magic Archer
Electro Spirit Knight Cannon Fireball Magic Archer
Cannon
Electro Spirit Knight Cannon Fireball Goblin Giant

Counters to secondary win conditions

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

Knight Fireball
Fireball Knight Magic Archer
Knight Goblin Giant
Knight Fireball Goblin Giant
Knight Cannon Goblin Giant
Fireball Electro Spirit Goblin Giant Magic Archer
Knight Fireball Goblin Giant
Knight Goblin Giant
Electro Spirit Knight Fireball Magic Archer
Cannon Goblin Giant
Knight
Fireball Goblin Giant
Knight Cannon Fireball Goblin Giant
Cannon Fireball Magic Archer
Electro Spirit Knight Fireball Goblin Giant Magic Archer
Electro Spirit Cannon Fireball Magic Archer
Electro Spirit Cannon Fireball

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 Magic Archer Knight
Fireball Magic Archer
Fireball Goblin Giant Magic Archer
Knight Fireball
Fireball Magic Archer
Fireball Electro Spirit Goblin Giant Magic Archer
Magic Archer
Fireball Magic Archer
Fireball
Fireball
Knight Fireball Magic Archer
Fireball Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Magic Archer Fireball
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Electro Spirit Fireball
Fireball
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball Knight Magic Archer
Fireball Magic Archer
Fireball
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Fireball Goblin Giant Magic Archer
Fireball

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