My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Firecracker Electro Giant Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

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 Electro Giant

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.

Electro Giant

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.

Firecracker Goblin Barrel Goblin Machine

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
Goblin Barrel Guards
Giant Snowball
Goblin Barrel Guards
Zap
Firecracker Goblin Barrel Guards
Barbarian Barrel
Firecracker Goblin Barrel Guards
The Log
Firecracker Goblin Barrel Guards
Earthquake
Firecracker Goblin Barrel Guards
Arrows
Firecracker Goblin Barrel Guards
Royal Delivery
Firecracker Goblin Barrel Guards
Fireball
Firecracker Goblin Barrel
Poison
Firecracker Guards
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Electro Giant Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Electro Giant Goblin Machine

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 Guards Electro Giant Goblin Machine

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

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Goblin Barrel Guards Goblin Machine Goblinstein Electro Giant

Shortest cycle

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

11 Zap Arrows Firecracker Goblin Barrel

Attack Synergies 2 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.

Zap
Arrows Firecracker Guards
Arrows
Zap Goblin Barrel
Firecracker
Zap Goblin Barrel
Goblin Barrel
Arrows Firecracker Guards
Guards
Zap Goblin Barrel
Electro Giant
Goblin Machine
Goblinstein

Defense Synergies 0 4

Zap
Arrows Firecracker Guards
Arrows
Zap
Firecracker
Zap Guards
Goblin Barrel
Guards
Zap Firecracker
Electro Giant
Goblin Machine
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.

Zap Firecracker
Zap Firecracker
Firecracker Guards
Arrows Firecracker
Arrows Zap Firecracker Guards
Zap Arrows Firecracker
Zap Arrows Electro Giant
Guards Firecracker
Guards Zap Arrows Firecracker Electro Giant
Arrows Zap Firecracker
Zap Guards
Zap Arrows Firecracker Guards
Zap Electro Giant Goblinstein
Arrows Firecracker
Arrows Zap Firecracker Guards
Zap Arrows Firecracker Guards
Arrows Firecracker Guards Electro Giant
Guards

Counters to secondary win conditions

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

Guards Zap Electro Giant
Zap Arrows Firecracker
Guards Zap
Guards Zap
Guards
Arrows Firecracker Electro Giant Goblinstein Zap
Guards
Zap Goblinstein Firecracker
Guards
Guards
Zap Arrows Guards Electro Giant
Guards
Firecracker Electro Giant
Guards Electro Giant Zap Firecracker Goblinstein
Arrows Zap Firecracker Electro Giant
Zap Arrows

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 Firecracker Guards
Arrows Firecracker Zap
Arrows
Arrows Firecracker Guards
Zap Arrows Firecracker Goblinstein
Arrows Firecracker Electro Giant Goblinstein Zap Goblin Machine
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Guards
Firecracker Zap Arrows Goblin Machine
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Zap Arrows Firecracker Goblin Machine
Zap Arrows Firecracker Electro Giant Goblin Machine
Arrows
Zap Arrows
Zap Arrows Firecracker Electro Giant Goblin Machine Goblinstein
Arrows Firecracker Zap
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Giant
Zap Firecracker Guards Electro Giant Goblinstein
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker
Zap Guards Goblinstein
Zap Arrows Firecracker
Arrows
Firecracker
Arrows Zap Firecracker
Zap Arrows Electro Giant
Firecracker
Zap Electro Giant Firecracker Guards
Firecracker Zap
Zap Firecracker Electro Giant
Firecracker

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