My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Goblin Gang

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

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Arrows Earthquake Fireball

Punishments

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

Goblin Gang Wall Breakers Goblin Barrel

Pump responses

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

Earthquake 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.

Knight Goblin Gang Wall Breakers

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 Barrel

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 Wall Breakers Goblin Barrel
Giant Snowball
Skeletons Goblin Gang Wall Breakers Goblin Barrel
Zap
Skeletons Goblin Gang Wall Breakers Goblin Barrel
Barbarian Barrel
Skeletons Knight Goblin Gang Wall Breakers Goblin Barrel
The Log
Skeletons Goblin Gang Wall Breakers Goblin Barrel
Earthquake
Skeletons Goblin Gang Goblin Barrel
Arrows
Skeletons Goblin Gang Wall Breakers Goblin Barrel
Royal Delivery
Skeletons Knight Goblin Gang Wall Breakers Goblin Barrel
Fireball
Goblin Gang Wall Breakers Goblin Barrel
Poison
Goblin Gang
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Fireball

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.

Arrows 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.

Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Wall Breakers Arrows Knight Goblin Gang Earthquake Goblin Barrel Fireball

Shortest cycle

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

9 Skeletons Wall Breakers Arrows Knight

Attack Synergies 5 9

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
Arrows
Fireball Knight Earthquake Wall Breakers Goblin Barrel
Knight
Goblin Gang Wall Breakers Goblin Barrel Arrows Earthquake Fireball
Goblin Gang
Knight Goblin Barrel
Earthquake
Arrows Knight Fireball Wall Breakers
Fireball
Arrows Knight Earthquake Wall Breakers
Wall Breakers
Knight Arrows Earthquake Fireball
Goblin Barrel
Knight Goblin Gang Arrows

Defense Synergies 1 7

Skeletons
Knight Earthquake
Arrows
Knight Fireball
Knight
Goblin Gang Skeletons Arrows Earthquake Fireball
Goblin Gang
Knight
Earthquake
Skeletons Knight Fireball
Fireball
Arrows Knight Earthquake
Wall Breakers
Goblin Barrel

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.

Earthquake Knight Fireball
Skeletons Knight Goblin Gang
Goblin Gang Skeletons Knight
Skeletons Knight Goblin Gang
Arrows Earthquake Fireball
Arrows Goblin Gang Fireball Skeletons Earthquake
Arrows Goblin Gang Fireball
Earthquake Arrows Fireball
Skeletons Goblin Gang
Knight Goblin Gang Skeletons
Goblin Gang Skeletons Arrows Knight Earthquake Fireball
Arrows Goblin Gang Fireball
Skeletons Knight Goblin Gang Earthquake Fireball
Fireball Arrows Goblin Gang Earthquake
Knight Goblin Gang
Goblin Gang Fireball
Skeletons Arrows Knight Goblin Gang Fireball
Arrows Fireball Knight Goblin Gang
Arrows Earthquake Knight Fireball
Goblin Gang Arrows Knight Earthquake Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Fireball
Fireball Arrows Knight Goblin Gang
Goblin Gang Skeletons Knight
Goblin Gang Knight Fireball
Skeletons Knight Goblin Gang
Arrows Fireball Skeletons Goblin Gang
Goblin Gang Skeletons Knight Fireball
Knight
Skeletons Knight Fireball
Skeletons Goblin Gang
Knight
Arrows Fireball
Skeletons Knight Goblin Gang Fireball
Fireball
Goblin Gang Skeletons Knight Fireball
Arrows Earthquake Fireball
Arrows 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.)

Earthquake Fireball Arrows Knight
Arrows Fireball
Earthquake Arrows Fireball
Earthquake Arrows Knight Fireball
Fireball Arrows Earthquake
Arrows Fireball
Arrows Earthquake
Arrows Earthquake Fireball
Arrows Fireball
Goblin Gang Fireball
Arrows Knight Earthquake Fireball
Fireball Arrows
Earthquake Knight Fireball
Earthquake Arrows Fireball
Earthquake Arrows Fireball
Earthquake Arrows Fireball
Earthquake Arrows Fireball
Arrows Earthquake Fireball
Arrows Earthquake Fireball
Arrows Earthquake Fireball
Earthquake Fireball
Arrows Fireball
Earthquake Arrows Fireball
Arrows Earthquake Fireball
Arrows Fireball Earthquake
Fireball Arrows
Fireball Arrows
Arrows Fireball
Fireball
Fireball
Arrows Earthquake Fireball
Arrows Fireball
Arrows Earthquake Fireball
Earthquake Goblin Gang Fireball
Fireball Arrows
Arrows Fireball
Fireball Knight Goblin Gang
Arrows Earthquake Fireball
Arrows Fireball
Goblin Gang Fireball
Fireball
Fireball
Fireball

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