My Best Clash Royale Deck

Deck Check Rating

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

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 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Ice Golem

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 Ice Golem Bandit

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.

Zap

Punishments

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

Goblin Gang Bandit

Pump responses

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

Missing

Dropped at the bridge

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

Goblins Knight Goblin Gang Ice Golem 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
Skeletons Goblin Gang Skeleton Army Bandit
Giant Snowball
Skeletons Goblins Goblin Gang Skeleton Army
Zap
Skeletons Goblins Goblin Gang Skeleton Army Bandit
Barbarian Barrel
Skeletons Goblins Knight Goblin Gang Skeleton Army Bandit
The Log
Skeletons Goblins Goblin Gang Skeleton Army Bandit
Earthquake
Skeletons Goblin Gang Skeleton Army
Arrows
Skeletons Goblins Goblin Gang Skeleton Army
Royal Delivery
Skeletons Goblins Knight Goblin Gang Skeleton Army Bandit
Fireball
Goblin Gang Skeleton Army Bandit
Poison
Goblin Gang Skeleton Army
Lightning
Knight Ice Golem Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Golem Skeleton Army

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.

Skeleton Army

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 Goblin Gang Ice Golem

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Zap Ice Golem Knight Goblin Gang Skeleton Army Bandit

Shortest cycle

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

7 Skeletons Goblins Zap Ice Golem

Attack Synergies 2 6

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
Zap Ice Golem
Zap
Goblins Knight Ice Golem Bandit
Knight
Goblin Gang Zap
Goblin Gang
Knight Ice Golem Bandit
Ice Golem
Goblin Gang Goblins Zap
Skeleton Army
Bandit
Zap Goblin Gang

Defense Synergies 1 19

Skeletons
Zap Knight Ice Golem Bandit
Goblins
Zap Knight Ice Golem Bandit
Zap
Skeletons Goblins Knight Goblin Gang Ice Golem Skeleton Army Bandit
Knight
Goblin Gang Skeletons Goblins Zap Skeleton Army
Goblin Gang
Knight Zap Ice Golem Skeleton Army Bandit
Ice Golem
Skeletons Goblins Zap Goblin Gang Bandit
Skeleton Army
Zap Knight Goblin Gang Bandit
Bandit
Skeletons Goblins Zap Goblin Gang Ice Golem Skeleton Army

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.

Zap Knight Ice Golem
Skeleton Army Skeletons Goblins Zap Knight Goblin Gang Bandit
Goblin Gang Skeleton Army Skeletons Goblins Knight Bandit
Skeleton Army Skeletons Goblins Knight Goblin Gang Bandit
Skeleton Army
Goblin Gang Skeleton Army Skeletons Goblins Zap Bandit
Zap Goblin Gang
Zap Ice Golem Bandit
Skeletons Goblins Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Skeletons Goblins Ice Golem Bandit
Goblins Goblin Gang Skeleton Army Skeletons Zap Knight Ice Golem Bandit
Zap Goblin Gang
Skeleton Army Skeletons Zap Knight Goblin Gang Bandit
Skeleton Army Goblins Zap Goblin Gang
Skeleton Army Knight Goblin Gang Bandit
Skeleton Army Zap Goblin Gang Bandit
Skeletons Goblins Knight Goblin Gang Skeleton Army
Goblins Zap Knight Goblin Gang Skeleton Army Bandit
Zap Knight Ice Golem Bandit
Goblin Gang Skeleton Army Goblins Knight Bandit

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Skeletons Goblins Zap Ice Golem Bandit
Bandit Zap Knight Goblin Gang Ice Golem
Goblin Gang Skeleton Army Bandit Skeletons Goblins Zap Knight Ice Golem
Goblin Gang Skeleton Army Zap Knight Ice Golem Bandit
Skeletons Knight Goblin Gang Skeleton Army Bandit
Skeletons Zap Goblin Gang Ice Golem
Goblin Gang Skeleton Army Skeletons Goblins Knight Ice Golem Bandit
Knight Skeleton Army
Zap Skeletons Goblins Knight Ice Golem Skeleton Army Bandit
Skeletons Goblin Gang Skeleton Army
Knight
Skeleton Army Zap
Skeleton Army Skeletons Knight Goblin Gang Ice Golem Bandit
Skeleton Army
Goblin Gang Skeleton Army Skeletons Goblins Zap Knight Ice Golem
Zap Ice Golem
Zap

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.)

Knight Ice Golem Bandit
Zap Bandit
Bandit
Knight Ice Golem
Zap
Zap Ice Golem
Zap Ice Golem
Zap Bandit
Goblins Goblin Gang
Zap Knight Bandit
Zap
Knight Ice Golem Bandit
Bandit
Zap Ice Golem
Zap Bandit
Bandit
Zap Bandit
Zap
Zap
Zap Ice Golem
Zap Bandit
Zap Bandit
Zap Bandit
Zap Ice Golem
Zap
Zap Bandit
Zap
Zap Goblin Gang Skeleton Army Bandit
Zap
Knight Goblin Gang
Zap Ice Golem
Zap
Zap Goblin Gang
Zap
Zap Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: