My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

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

Tombstone

Investments

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

Archers Tombstone

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 Arrows

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.

Goblin Barrel

Dropped at the bridge

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

Barbarians

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
Archers Goblin Barrel Guards Skeleton Army
Giant Snowball
Archers Barbarians Tombstone Goblin Barrel Guards Skeleton Army
Zap
Archers Tombstone Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Archers Barbarians Tombstone Goblin Barrel Guards Skeleton Army
The Log
Archers Barbarians Tombstone Goblin Barrel Guards Skeleton Army
Earthquake
Archers Barbarians Tombstone Goblin Barrel Guards Skeleton Army
Arrows
Archers Tombstone Goblin Barrel Guards Skeleton Army
Royal Delivery
Archers Barbarians Goblin Barrel Guards Skeleton Army
Fireball
Archers Barbarians Tombstone Goblin Barrel Skeleton Army
Poison
Archers Barbarians Tombstone Guards Skeleton Army
Lightning
Tombstone
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Tombstone Guards 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.

Goblin Barrel 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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Tombstone Goblin Barrel Guards Skeleton Army Barbarians

Shortest cycle

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

11 Zap Archers Arrows Tombstone

Attack Synergies 1 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.

Zap
Arrows Archers Guards
Archers
Zap Arrows
Arrows
Zap Archers Goblin Barrel
Barbarians
Tombstone
Goblin Barrel
Arrows Guards Skeleton Army
Guards
Zap Goblin Barrel
Skeleton Army
Goblin Barrel

Defense Synergies 0 14

Zap
Archers Arrows Barbarians Tombstone Guards Skeleton Army
Archers
Zap Tombstone Guards Skeleton Army
Arrows
Zap Barbarians Tombstone
Barbarians
Zap Arrows Skeleton Army
Tombstone
Zap Archers Arrows Guards
Goblin Barrel
Guards
Zap Archers Tombstone Skeleton Army
Skeleton Army
Zap Archers Barbarians Guards

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 Tombstone
Barbarians Skeleton Army Zap Tombstone
Barbarians Skeleton Army Archers Tombstone
Barbarians Skeleton Army Tombstone Guards
Arrows Barbarians Tombstone Skeleton Army
Arrows Skeleton Army Zap Archers Guards
Zap Archers Arrows Tombstone
Zap Arrows Barbarians
Barbarians Tombstone Skeleton Army
Guards Skeleton Army Archers Barbarians
Archers Barbarians Guards Skeleton Army Zap Arrows Tombstone
Arrows Zap Archers
Barbarians Tombstone Skeleton Army Zap Guards
Skeleton Army Zap Arrows Barbarians Tombstone Guards
Barbarians Skeleton Army Tombstone
Barbarians Skeleton Army Zap
Barbarians Arrows Tombstone Skeleton Army
Arrows Tombstone Zap Archers Barbarians Guards Skeleton Army
Zap Arrows Archers Barbarians Tombstone Guards
Barbarians
Skeleton Army Archers Arrows Barbarians Guards
Tombstone Guards Skeleton Army

Counters to secondary win conditions

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

Barbarians Guards Skeleton Army Zap Archers Tombstone
Zap Archers Arrows
Barbarians Tombstone Guards Skeleton Army Zap
Guards Skeleton Army Zap Barbarians
Barbarians Tombstone Guards Skeleton Army
Arrows Zap Archers
Guards Skeleton Army Archers Barbarians Tombstone
Barbarians Skeleton Army
Zap Barbarians Tombstone Skeleton Army
Barbarians Tombstone Guards Skeleton Army
Barbarians Tombstone Guards
Skeleton Army Zap Arrows Barbarians Guards
Barbarians Skeleton Army Tombstone Guards
Archers Barbarians Skeleton Army
Barbarians Tombstone Guards Skeleton Army Zap Archers
Arrows Zap Archers Barbarians
Zap Arrows Tombstone

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.)

Arrows Guards
Arrows Zap
Arrows
Arrows Barbarians Guards
Zap Arrows
Arrows Zap
Archers Arrows
Arrows Zap
Arrows Zap
Guards
Zap Arrows
Zap Archers Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Archers Arrows
Zap Arrows
Arrows
Zap Arrows Barbarians
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Zap Archers Arrows
Zap Guards
Zap Arrows
Zap Arrows
Arrows
Zap Archers Barbarians Tombstone Guards Skeleton Army
Zap Archers Arrows
Arrows
Arrows Zap
Zap Arrows
Zap Guards
Zap
Zap

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