My Best Clash Royale Deck

Deck Check Rating

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

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla

Defensive buildings

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

Tesla

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 Tesla Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Knight

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
Giant Snowball
Skeletons Goblins
Zap
Skeletons Goblins
Barbarian Barrel
Skeletons Goblins Knight Tesla
The Log
Skeletons Goblins
Earthquake
Skeletons Tesla
Arrows
Skeletons Goblins
Royal Delivery
Skeletons Goblins Knight
Fireball
Tesla
Poison
Lightning
Knight Tesla Goblinstein
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 Fireball The Log

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

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 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.

Skeletons Goblins The Log Arrows Knight Tesla Fireball Goblinstein

Shortest cycle

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

8 Skeletons Goblins The Log Arrows

Attack Synergies 1 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.

Skeletons
Goblins
Arrows
Fireball Knight
Knight
Arrows Fireball The Log
Tesla
Fireball
Arrows Knight The Log
The Log
Knight Fireball
Goblinstein

Defense Synergies 4 11

Skeletons
Tesla Knight The Log
Goblins
Knight Tesla The Log
Arrows
Knight Tesla Fireball
Knight
Tesla Skeletons Goblins Arrows Fireball The Log
Tesla
Skeletons Knight The Log Goblins Arrows Fireball
Fireball
The Log Arrows Knight Tesla
The Log
Tesla Fireball Skeletons Goblins Knight
Goblinstein

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 Tesla Fireball The Log
Skeletons Goblins Knight Tesla The Log
Tesla Skeletons Goblins Knight
Tesla Skeletons Goblins Knight
Arrows Fireball The Log
Arrows Fireball The Log Skeletons Goblins Tesla
Tesla Arrows Fireball
Arrows Tesla Fireball The Log
Tesla Skeletons Goblins
Knight Skeletons Goblins Tesla
Goblins Skeletons Arrows Knight Tesla Fireball The Log
Arrows Tesla Fireball
Tesla Skeletons Knight Fireball The Log
Fireball Goblins Arrows Tesla The Log
Knight Tesla
Tesla Fireball The Log
Tesla Skeletons Goblins Arrows Knight Fireball
Arrows Tesla Fireball Goblins Knight The Log
Arrows The Log Knight Tesla Fireball
Tesla
Goblins Arrows Knight Tesla Fireball The Log

Counters to secondary win conditions

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

Knight Skeletons Goblins Tesla Fireball
Fireball Arrows Knight Tesla The Log
Skeletons Goblins Knight The Log
Knight Tesla Fireball The Log
Skeletons Knight Tesla
Arrows Fireball Skeletons Tesla
Skeletons Goblins Knight Tesla Fireball
Knight Tesla
Skeletons Goblins Knight Fireball The Log
Skeletons Tesla
Knight Tesla
Arrows Fireball The Log
Skeletons Knight Tesla Fireball
Tesla Fireball
Tesla Skeletons Goblins Knight Fireball The Log
Arrows Tesla Fireball The Log
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.)

Fireball Arrows Knight The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Knight Fireball The Log
Fireball Arrows The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Goblins Fireball
Arrows Knight Fireball The Log
Fireball Arrows
Knight Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball
Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Fireball
Fireball Arrows
Arrows The Log Fireball
Fireball Knight
Arrows The Log Fireball
Arrows Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball

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