My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

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

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Dart Goblin

Defensive buildings

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

Cannon

Investments

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

Skeletons

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Barrel

Pump responses

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

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.

Electro Spirit Dart Goblin

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 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 Barrel
Giant Snowball
Skeletons Cannon Dart Goblin Goblin Barrel
Zap
Skeletons Cannon Dart Goblin Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Cannon Dart Goblin Goblin Barrel
The Log
Skeletons Electro Spirit Cannon Dart Goblin Goblin Barrel
Earthquake
Skeletons Cannon Goblin Barrel
Arrows
Skeletons Electro Spirit Dart Goblin Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Dart Goblin Goblin Barrel
Fireball
Cannon Dart Goblin Goblin Barrel
Poison
Cannon Dart Goblin
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit

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.

Dart Goblin 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 Electro Spirit Zap The Log Cannon Dart Goblin Goblin Barrel Fireball

Shortest cycle

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

6 Skeletons Electro Spirit Zap The Log

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
Electro Spirit
Zap Fireball
Zap
Fireball Electro Spirit Dart Goblin The Log
Cannon
Dart Goblin
Goblin Barrel Zap The Log
Fireball
Zap Electro Spirit The Log
Goblin Barrel
Dart Goblin
The Log
Zap Dart Goblin Fireball

Defense Synergies 6 10

Skeletons
Cannon Dart Goblin Electro Spirit Zap The Log
Electro Spirit
Skeletons Zap The Log
Zap
Cannon Fireball Skeletons Electro Spirit Dart Goblin The Log
Cannon
Skeletons Zap The Log Dart Goblin Fireball
Dart Goblin
Skeletons Zap Cannon The Log
Fireball
Zap The Log Cannon
Goblin Barrel
The Log
Cannon Fireball Skeletons Electro Spirit Zap Dart Goblin

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 Cannon Dart Goblin Fireball The Log
Skeletons Zap Cannon Dart Goblin The Log
Cannon Skeletons Dart Goblin
Cannon Skeletons Dart Goblin
Fireball The Log
Fireball The Log Skeletons Electro Spirit Zap Cannon Dart Goblin
Dart Goblin Electro Spirit Zap Cannon Fireball
Electro Spirit Zap Cannon Dart Goblin Fireball The Log
Cannon Skeletons
Skeletons Cannon Dart Goblin
Dart Goblin Skeletons Electro Spirit Zap Cannon Fireball The Log
Zap Dart Goblin Fireball
Cannon Skeletons Zap Fireball The Log
Fireball Electro Spirit Zap Cannon Dart Goblin The Log
Cannon
Zap Cannon Fireball The Log
Skeletons Cannon Fireball
Cannon Fireball Electro Spirit Zap Dart Goblin The Log
Zap The Log Electro Spirit Cannon Dart Goblin Fireball
Cannon Dart Goblin
Electro Spirit Cannon Dart Goblin Fireball The Log
Cannon

Counters to secondary win conditions

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

Skeletons Zap Fireball
Fireball Zap The Log
Skeletons Zap The Log
Zap Fireball The Log
Skeletons Cannon
Fireball Skeletons Electro Spirit Zap Dart Goblin
Skeletons Dart Goblin Fireball
Zap Skeletons Electro Spirit Fireball The Log
Skeletons Cannon Dart Goblin
Dart Goblin
Zap Fireball The Log
Skeletons Cannon Fireball
Cannon Dart Goblin Fireball
Skeletons Electro Spirit Zap Dart Goblin Fireball The Log
Electro Spirit Zap Cannon Dart Goblin Fireball The Log
Electro Spirit Zap Cannon 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 Dart Goblin The Log
Fireball Zap Dart Goblin The Log
Dart Goblin Fireball The Log
Dart Goblin Fireball The Log
Fireball Zap The Log
Fireball Electro Spirit Zap Dart Goblin
Dart Goblin The Log
Fireball The Log Zap Dart Goblin
Fireball The Log Zap Dart Goblin
Fireball
Zap Dart Goblin Fireball The Log
Fireball Zap Dart Goblin
Dart Goblin Fireball The Log
Dart Goblin Fireball
Zap Dart Goblin Fireball The Log
Zap Dart Goblin Fireball The Log
Dart Goblin Fireball The Log
Fireball
Zap Dart Goblin Fireball The Log
Zap Dart Goblin Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Electro Spirit Fireball
Fireball The Log Zap Dart Goblin
Fireball Zap The Log
Fireball Zap Dart Goblin The Log
Zap Dart Goblin Fireball
Zap Electro Spirit Dart Goblin Fireball
Fireball
Zap Dart Goblin Fireball The Log
Zap Electro Spirit Fireball
Fireball The Log
Zap Electro Spirit Dart Goblin Fireball
Fireball Zap Dart Goblin
The Log Fireball
Fireball Dart Goblin
The Log Zap Dart Goblin Fireball
Zap Fireball
Dart Goblin
Zap Electro Spirit Dart Goblin Fireball The Log
Zap Dart Goblin Fireball
Zap Dart Goblin Fireball The Log
Fireball Dart Goblin

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