My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Baby Dragon Magic Archer

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.

Baby Dragon Magic Archer

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Goblin Gang Hog Rider 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.

Goblin Gang Barbarians Hog Rider Baby Dragon Magic Archer

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.

Hog Rider Goblin Barrel Magic Archer

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 Gang Hog Rider Goblin Barrel
Giant Snowball
Goblin Gang Barbarians Hog Rider Goblin Barrel Baby Dragon
Zap
Goblin Gang Goblin Barrel
Barbarian Barrel
Goblin Gang Barbarians Goblin Barrel Magic Archer
The Log
Goblin Gang Barbarians Hog Rider Goblin Barrel
Earthquake
Goblin Gang Barbarians Hog Rider Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Goblin Gang Barbarians Hog Rider Goblin Barrel Baby Dragon Magic Archer
Fireball
Goblin Gang Barbarians Hog Rider Goblin Barrel Baby Dragon Magic Archer
Poison
Goblin Gang Barbarians Magic Archer
Lightning
Baby Dragon Magic Archer
Rocket
Barbarians Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Baby Dragon Magic Archer

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.

Baby Dragon

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.

Goblin Gang Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Goblin Barrel Fireball Hog Rider Baby Dragon Magic Archer Barbarians

Shortest cycle

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

12 Zap Goblin Gang Goblin Barrel Fireball

Attack Synergies 5 10

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
Fireball Hog Rider Baby Dragon Magic Archer
Goblin Gang
Hog Rider Goblin Barrel Baby Dragon
Barbarians
Hog Rider
Fireball
Zap Hog Rider Baby Dragon Magic Archer
Hog Rider
Zap Goblin Gang Fireball Barbarians Goblin Barrel Baby Dragon Magic Archer
Goblin Barrel
Goblin Gang Hog Rider Baby Dragon
Baby Dragon
Zap Goblin Gang Fireball Hog Rider Goblin Barrel
Magic Archer
Zap Fireball Hog Rider

Defense Synergies 1 6

Zap
Fireball Goblin Gang Barbarians Baby Dragon Magic Archer
Goblin Gang
Zap Barbarians Magic Archer
Barbarians
Zap Goblin Gang
Fireball
Zap
Hog Rider
Goblin Barrel
Baby Dragon
Zap
Magic Archer
Zap 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 Fireball Baby Dragon Magic Archer
Barbarians Zap Goblin Gang
Goblin Gang Barbarians
Barbarians Goblin Gang
Barbarians Fireball
Goblin Gang Fireball Zap Baby Dragon Magic Archer
Zap Goblin Gang Fireball Baby Dragon Magic Archer
Zap Barbarians Fireball Baby Dragon Magic Archer
Barbarians Goblin Gang
Goblin Gang Barbarians
Goblin Gang Barbarians Zap Fireball Baby Dragon Magic Archer
Zap Goblin Gang Fireball Baby Dragon Magic Archer
Barbarians Zap Goblin Gang Fireball
Fireball Zap Goblin Gang Barbarians Baby Dragon Magic Archer
Barbarians Goblin Gang
Barbarians Zap Goblin Gang Fireball
Barbarians Goblin Gang Fireball
Fireball Zap Goblin Gang Barbarians Baby Dragon Magic Archer
Zap Baby Dragon Barbarians Fireball Magic Archer
Barbarians
Goblin Gang Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Fireball
Fireball Zap Goblin Gang Baby Dragon Magic Archer
Goblin Gang Barbarians Zap
Goblin Gang Zap Barbarians Fireball
Barbarians Goblin Gang
Fireball Zap Goblin Gang Baby Dragon Magic Archer
Goblin Gang Barbarians Fireball
Barbarians
Zap Barbarians Fireball Baby Dragon Magic Archer
Goblin Gang Barbarians
Barbarians
Zap Barbarians Fireball
Barbarians Goblin Gang Fireball
Barbarians Fireball Baby Dragon Magic Archer
Goblin Gang Barbarians Zap Fireball Baby Dragon Magic Archer
Zap Barbarians Fireball Baby Dragon Magic Archer
Zap 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 Magic Archer Baby Dragon
Fireball Zap Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Barbarians Fireball
Fireball Zap Baby Dragon Magic Archer
Fireball Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Fireball Zap Baby Dragon Magic Archer
Fireball Zap
Goblin Gang Fireball
Zap Fireball Magic Archer
Fireball Zap Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Zap Fireball Baby Dragon Magic Archer
Zap Fireball Baby Dragon Magic Archer
Magic Archer Fireball Baby Dragon
Fireball
Zap Fireball Baby Dragon Magic Archer
Zap Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Zap Barbarians Fireball Baby Dragon
Zap Fireball Baby Dragon Magic Archer
Fireball Zap Baby Dragon Magic Archer
Fireball Zap Baby Dragon Magic Archer
Fireball Zap Baby Dragon Magic Archer
Zap Fireball Baby Dragon Magic Archer
Zap Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Zap Goblin Gang Barbarians Fireball Magic Archer
Fireball Zap Baby Dragon Magic Archer
Fireball
Fireball Goblin Gang Baby Dragon Magic Archer
Zap Fireball Baby Dragon Magic Archer
Zap Fireball
Zap Goblin Gang Fireball Baby Dragon Magic Archer
Zap Fireball Magic Archer
Zap Fireball Baby Dragon Magic Archer
Fireball

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