My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers 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.

Archers Knight Dark Prince

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

Punishments

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

Goblin Gang Goblin Barrel Dark Prince

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.

Knight Goblin Gang Dark Prince

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 Dark Prince

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 Gang Goblin Barrel Guards Skeleton Army Dark Prince
Giant Snowball
Archers Goblin Gang Goblin Barrel Guards Skeleton Army
Zap
Archers Goblin Gang Goblin Barrel Guards Skeleton Army Dark Prince
Barbarian Barrel
Archers Knight Goblin Gang Goblin Barrel Guards Skeleton Army Dark Prince
The Log
Archers Goblin Gang Goblin Barrel Guards Skeleton Army Dark Prince
Earthquake
Archers Goblin Gang Goblin Barrel Guards Skeleton Army
Arrows
Archers Goblin Gang Goblin Barrel Guards Skeleton Army
Royal Delivery
Archers Knight Goblin Gang Goblin Barrel Guards Skeleton Army Dark Prince
Fireball
Archers Goblin Gang Goblin Barrel Skeleton Army
Poison
Archers Goblin Gang Guards Skeleton Army
Lightning
Knight Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

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 Guards Skeleton Army Dark Prince

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Goblin Gang Goblin Barrel Guards Skeleton Army Dark Prince

Shortest cycle

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

11 Zap Archers Knight Goblin Gang

Attack Synergies 5 8

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
Archers Knight Guards Dark Prince
Archers
Knight Zap Dark Prince
Knight
Archers Goblin Gang Goblin Barrel Zap
Goblin Gang
Knight Goblin Barrel Dark Prince
Goblin Barrel
Knight Goblin Gang Dark Prince Guards Skeleton Army
Guards
Zap Goblin Barrel
Skeleton Army
Goblin Barrel
Dark Prince
Goblin Barrel Zap Archers Goblin Gang

Defense Synergies 2 15

Zap
Archers Knight Goblin Gang Guards Skeleton Army Dark Prince
Archers
Knight Zap Goblin Gang Guards Skeleton Army Dark Prince
Knight
Archers Goblin Gang Zap Skeleton Army
Goblin Gang
Knight Zap Archers Guards Skeleton Army Dark Prince
Goblin Barrel
Guards
Zap Archers Goblin Gang Skeleton Army
Skeleton Army
Zap Archers Knight Goblin Gang Guards
Dark Prince
Zap Archers Goblin Gang

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
Skeleton Army Zap Knight Goblin Gang Dark Prince
Goblin Gang Skeleton Army Archers Knight Dark Prince
Skeleton Army Knight Goblin Gang Guards Dark Prince
Skeleton Army Dark Prince
Goblin Gang Skeleton Army Zap Archers Guards Dark Prince
Zap Archers Goblin Gang
Zap
Goblin Gang Skeleton Army
Knight Goblin Gang Guards Skeleton Army Archers Dark Prince
Archers Goblin Gang Guards Skeleton Army Zap Knight Dark Prince
Zap Archers Goblin Gang
Skeleton Army Zap Knight Goblin Gang Guards Dark Prince
Skeleton Army Zap Goblin Gang Guards Dark Prince
Skeleton Army Knight Goblin Gang
Skeleton Army Zap Goblin Gang
Knight Goblin Gang Skeleton Army Dark Prince
Zap Archers Knight Goblin Gang Guards Skeleton Army Dark Prince
Zap Archers Knight Guards Dark Prince
Goblin Gang Skeleton Army Dark Prince Archers Knight Guards
Guards Skeleton Army

Counters to secondary win conditions

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

Knight Goblin Gang Guards Skeleton Army Zap Archers Dark Prince
Zap Archers Knight Goblin Gang
Goblin Gang Guards Skeleton Army Zap Knight Dark Prince
Goblin Gang Guards Skeleton Army Dark Prince Zap Knight
Knight Goblin Gang Guards Skeleton Army Dark Prince
Zap Archers Goblin Gang
Goblin Gang Guards Skeleton Army Dark Prince Archers Knight
Knight Skeleton Army Dark Prince
Zap Knight Skeleton Army Dark Prince
Goblin Gang Guards Skeleton Army
Knight Guards Dark Prince
Skeleton Army Zap Guards Dark Prince
Skeleton Army Dark Prince Knight Goblin Gang Guards
Archers Skeleton Army
Goblin Gang Guards Skeleton Army Zap Archers Knight Dark Prince
Zap Archers Dark Prince
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 Guards
Zap
Knight Guards Dark Prince
Zap Dark Prince
Zap
Archers
Zap
Zap
Goblin Gang Guards
Zap Knight Dark Prince
Zap Archers
Knight
Zap
Zap
Zap Archers Dark Prince
Zap
Zap
Zap Dark Prince
Zap
Zap
Zap
Zap Archers
Zap Guards
Zap
Zap
Zap Archers Goblin Gang Guards Skeleton Army Dark Prince
Zap Archers
Knight Goblin Gang Dark Prince
Zap
Zap
Dark Prince
Zap Goblin Gang Guards
Zap
Zap Dark Prince

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