My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Flying Machine

Defensive buildings

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

Tombstone

Investments

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

Tombstone Flying Machine Cannon Cart Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Void

Punishments

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

Cannon Cart

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Goblins Flying Machine Cannon Cart Electro Giant

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

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
Guards Cannon Cart
Giant Snowball
Goblins Tombstone Flying Machine Guards
Zap
Goblins Tombstone Flying Machine Guards Cannon Cart
Barbarian Barrel
Electro Spirit Goblins Tombstone Guards Cannon Cart
The Log
Electro Spirit Goblins Tombstone Guards Cannon Cart
Earthquake
Tombstone Guards
Arrows
Electro Spirit Goblins Tombstone Flying Machine Guards
Royal Delivery
Electro Spirit Goblins Flying Machine Guards Cannon Cart
Fireball
Tombstone Flying Machine Cannon Cart
Poison
Tombstone Flying Machine Guards
Lightning
Tombstone Cannon Cart
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Electro Giant

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 Tombstone Guards Electro Giant

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.

Goblins

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 Goblins Tombstone Guards Void Flying Machine Cannon Cart Electro Giant

Shortest cycle

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

9 Electro Spirit Goblins Tombstone Guards

Attack Synergies 0 4

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
Cannon Cart Electro Giant
Goblins
Tombstone
Flying Machine
Cannon Cart
Guards
Void
Electro Giant
Cannon Cart
Electro Spirit Flying Machine
Electro Giant
Electro Spirit Void

Defense Synergies 0 9

Electro Spirit
Goblins
Tombstone Flying Machine Cannon Cart
Tombstone
Goblins Flying Machine Guards Cannon Cart
Flying Machine
Goblins Tombstone Guards Cannon Cart
Guards
Tombstone Flying Machine Cannon Cart
Void
Cannon Cart
Goblins Tombstone Flying Machine Guards
Electro 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.

Cannon Cart Tombstone Flying Machine Void
Goblins Tombstone Flying Machine Cannon Cart
Goblins Tombstone Void Cannon Cart
Goblins Tombstone Guards Cannon Cart
Tombstone
Electro Spirit Goblins Flying Machine Guards Cannon Cart
Electro Spirit Tombstone Flying Machine Void
Electro Spirit Flying Machine Void Cannon Cart Electro Giant
Goblins Tombstone
Guards Goblins Cannon Cart
Goblins Guards Electro Spirit Tombstone Flying Machine Cannon Cart Electro Giant
Flying Machine
Tombstone Flying Machine Guards Cannon Cart
Electro Spirit Goblins Tombstone Guards Cannon Cart
Tombstone Cannon Cart
Electro Giant
Goblins Tombstone Cannon Cart
Tombstone Electro Spirit Goblins Flying Machine Guards Cannon Cart
Electro Spirit Tombstone Flying Machine Guards Cannon Cart
Cannon Cart
Electro Spirit Goblins Flying Machine Guards Cannon Cart Electro Giant

Counters to secondary win conditions

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

Guards Goblins Tombstone Void Cannon Cart Electro Giant
Void Flying Machine Cannon Cart
Tombstone Guards Goblins Cannon Cart
Guards Cannon Cart
Tombstone Guards Cannon Cart
Electro Giant Electro Spirit Flying Machine
Guards Goblins Tombstone Flying Machine Void Cannon Cart
Cannon Cart
Void Electro Spirit Goblins Tombstone Flying Machine Cannon Cart
Tombstone Guards
Tombstone Flying Machine Guards Cannon Cart
Guards Void Electro Giant
Cannon Cart Tombstone Guards
Flying Machine Cannon Cart Electro Giant
Tombstone Guards Electro Giant Electro Spirit Goblins Flying Machine Cannon Cart
Electro Spirit Flying Machine Cannon Cart Electro Giant

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.)

Void Flying Machine Guards
Void Flying Machine
Flying Machine Void Cannon Cart
Cannon Cart Flying Machine Guards Void
Electro Giant Electro Spirit Flying Machine
Flying Machine
Flying Machine
Void Flying Machine
Goblins Guards Void
Void Flying Machine Cannon Cart
Void Flying Machine
Flying Machine Void Cannon Cart
Flying Machine Void Cannon Cart
Flying Machine Cannon Cart
Flying Machine Cannon Cart
Flying Machine Cannon Cart
Void Flying Machine
Flying Machine Electro Giant
Void
Void
Void
Flying Machine Void Cannon Cart
Electro Giant Electro Spirit
Void Flying Machine
Void Flying Machine
Void
Flying Machine Electro Giant
Electro Spirit Flying Machine Guards Void Electro Giant
Void
Void
Void Electro Spirit
Electro Spirit Tombstone Flying Machine Guards Void Cannon Cart
Flying Machine
Void Flying Machine Cannon Cart
Flying Machine
Void Electro Giant
Flying Machine Cannon Cart
Electro Giant Electro Spirit Flying Machine Guards
Flying Machine Void
Void Flying Machine Cannon Cart Electro Giant

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