My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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!
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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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

Defensive buildings

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

Cannon Tombstone Barbarian Hut

Investments

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

Knight Tombstone Zappies Barbarian Hut Goblin Giant Bandit

Offensive cards

Win conditions

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

Goblin 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.

Goblin Giant Bandit

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.

Knight Goblin Giant Bandit

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.

Bandit

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
Bandit
Giant Snowball
Cannon Tombstone Zappies
Zap
Cannon Tombstone Zappies Goblin Giant Bandit
Barbarian Barrel
Knight Cannon Tombstone Zappies Barbarian Hut Bandit
The Log
Cannon Tombstone Zappies Barbarian Hut Bandit
Earthquake
Cannon Tombstone Zappies Barbarian Hut
Arrows
Tombstone Zappies
Royal Delivery
Knight Zappies Bandit
Fireball
Cannon Tombstone Zappies Barbarian Hut Bandit
Poison
Cannon Tombstone Zappies Barbarian Hut
Lightning
Knight Cannon Tombstone Barbarian Hut Bandit
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Tombstone

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.

Knight Cannon Tombstone Void Bandit Zappies Barbarian Hut Goblin Giant

Shortest cycle

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

12 Knight Cannon Tombstone Void

Attack Synergies 0 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.

Knight
Zappies Barbarian Hut
Cannon
Tombstone
Zappies
Knight Goblin Giant Bandit
Barbarian Hut
Knight Bandit
Void
Goblin Giant
Goblin Giant
Zappies Void Bandit
Bandit
Zappies Barbarian Hut Goblin Giant

Defense Synergies 1 5

Knight
Cannon Zappies Barbarian Hut
Cannon
Knight Bandit
Tombstone
Zappies
Zappies
Knight Tombstone Bandit
Barbarian Hut
Knight
Void
Goblin Giant
Bandit
Cannon 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.

Barbarian Hut Knight Cannon Tombstone Zappies Void Goblin Giant
Barbarian Hut Knight Cannon Tombstone Zappies Bandit
Cannon Barbarian Hut Knight Tombstone Zappies Void Bandit
Cannon Barbarian Hut Knight Tombstone Zappies Bandit
Tombstone
Cannon Zappies Bandit
Cannon Tombstone Zappies Barbarian Hut Void
Barbarian Hut Cannon Void Goblin Giant Bandit
Cannon Zappies Barbarian Hut Tombstone
Knight Cannon Zappies Bandit
Knight Cannon Tombstone Zappies Goblin Giant Bandit
Zappies Barbarian Hut
Cannon Tombstone Barbarian Hut Knight Zappies Bandit
Barbarian Hut Cannon Tombstone Zappies
Barbarian Hut Knight Cannon Tombstone Zappies Bandit
Barbarian Hut Cannon Zappies Bandit
Barbarian Hut Knight Cannon Tombstone Zappies
Cannon Tombstone Knight Zappies Barbarian Hut Bandit
Knight Cannon Tombstone Zappies Barbarian Hut Bandit
Barbarian Hut Cannon Zappies
Knight Cannon Zappies Goblin Giant Bandit
Cannon Tombstone

Counters to secondary win conditions

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

Knight Barbarian Hut Tombstone Zappies Void Bandit
Void Bandit Knight
Tombstone Zappies Bandit Knight Barbarian Hut Goblin Giant
Knight Zappies Barbarian Hut Goblin Giant Bandit
Barbarian Hut Knight Cannon Tombstone Zappies Goblin Giant Bandit
Zappies Goblin Giant
Knight Tombstone Zappies Barbarian Hut Void Goblin Giant Bandit
Knight Zappies Barbarian Hut Goblin Giant
Void Knight Tombstone Zappies Barbarian Hut Bandit
Cannon Tombstone Zappies Barbarian Hut Goblin Giant
Knight Tombstone Zappies
Void Goblin Giant
Knight Cannon Tombstone Zappies Barbarian Hut Goblin Giant Bandit
Cannon Zappies Barbarian Hut
Tombstone Zappies Knight Barbarian Hut Goblin Giant
Cannon Zappies Barbarian Hut
Cannon Tombstone Barbarian Hut 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.)

Void Knight Barbarian Hut Bandit
Void Bandit
Barbarian Hut Void Goblin Giant Bandit
Knight Barbarian Hut Void
Goblin Giant
Barbarian Hut
Void Bandit
Void
Void Knight Bandit
Void
Knight Barbarian Hut Void Bandit
Void Bandit
Barbarian Hut
Barbarian Hut Bandit
Barbarian Hut Bandit
Void Bandit
Void
Void
Void
Void
Barbarian Hut Void
Void Bandit
Void Bandit
Void Bandit
Void
Zappies Void
Void
Void Bandit
Void Zappies
Tombstone Zappies Barbarian Hut Void Bandit
Zappies
Void Knight
Void
Zappies
Zappies Void
Void Goblin Giant Bandit
Void
Void

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: