My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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.

Goblin Gang Firecracker Zappies Inferno Tower Ram Rider

Defensive buildings

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

Inferno Tower

Investments

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

Firecracker Zappies Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Freeze

Punishments

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

Goblin Gang Ram Rider Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Ram Rider Mega Knight

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 Ram Rider

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 Ram Rider
Giant Snowball
Goblin Gang Zappies Ram Rider
Zap
Goblin Gang Firecracker Zappies Inferno Tower Ram Rider
Barbarian Barrel
Goblin Gang Firecracker Zappies Inferno Tower
The Log
Goblin Gang Firecracker Zappies Ram Rider
Earthquake
Goblin Gang Firecracker Zappies Inferno Tower
Arrows
Goblin Gang Firecracker Zappies
Royal Delivery
Goblin Gang Firecracker Zappies Ram Rider
Fireball
Goblin Gang Firecracker Zappies Inferno Tower Ram Rider
Poison
Goblin Gang Firecracker Zappies Inferno Tower
Lightning
Inferno Tower Ram Rider
Rocket
Inferno Tower Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Freeze Mega Knight

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.

Inferno Tower Freeze Mega Knight

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

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 Firecracker Zappies Freeze Inferno Tower Ram Rider Mega Knight

Shortest cycle

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

12 Zap Goblin Gang Firecracker Zappies

Attack Synergies 2 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
Firecracker Ram Rider Zappies Freeze Mega Knight
Goblin Gang
Firecracker
Firecracker
Zap Goblin Gang Zappies Ram Rider Mega Knight
Zappies
Zap Firecracker Ram Rider Mega Knight
Inferno Tower
Freeze
Zap
Ram Rider
Zap Firecracker Zappies Mega Knight
Mega Knight
Zap Firecracker Zappies Ram Rider

Defense Synergies 2 13

Zap
Mega Knight Goblin Gang Firecracker Zappies Inferno Tower Ram Rider
Goblin Gang
Inferno Tower Zap Firecracker Zappies
Firecracker
Zap Goblin Gang Zappies Inferno Tower Mega Knight
Zappies
Zap Goblin Gang Firecracker Mega Knight
Inferno Tower
Goblin Gang Zap Firecracker Mega Knight
Freeze
Mega Knight
Ram Rider
Zap
Mega Knight
Zap Firecracker Zappies Inferno Tower Freeze

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 Zappies Inferno Tower Ram Rider
Inferno Tower Zap Goblin Gang Firecracker Zappies Ram Rider Mega Knight
Goblin Gang Inferno Tower Ram Rider Mega Knight Zappies Freeze
Inferno Tower Goblin Gang Firecracker Zappies Ram Rider Mega Knight
Firecracker Mega Knight
Goblin Gang Freeze Zap Firecracker Zappies Mega Knight
Inferno Tower Ram Rider Zap Goblin Gang Firecracker Zappies Freeze
Zap Inferno Tower Ram Rider Mega Knight
Zappies Inferno Tower Goblin Gang
Goblin Gang Firecracker Zappies Inferno Tower Mega Knight
Goblin Gang Zap Firecracker Zappies Freeze Ram Rider Mega Knight
Inferno Tower Zap Goblin Gang Firecracker Zappies Ram Rider
Inferno Tower Mega Knight Zap Goblin Gang Zappies Freeze Ram Rider
Mega Knight Zap Goblin Gang Firecracker Zappies Freeze
Inferno Tower Goblin Gang Zappies Ram Rider Mega Knight
Inferno Tower Zap Goblin Gang Zappies Freeze Ram Rider Mega Knight
Mega Knight Goblin Gang Firecracker Zappies Inferno Tower
Mega Knight Zap Goblin Gang Firecracker Zappies Ram Rider
Zap Freeze Firecracker Zappies Ram Rider Mega Knight
Zappies Inferno Tower Ram Rider
Goblin Gang Mega Knight Firecracker Zappies

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Zappies Inferno Tower
Zap Goblin Gang Firecracker Mega Knight
Goblin Gang Zappies Mega Knight Zap Inferno Tower Ram Rider
Goblin Gang Mega Knight Zap Zappies Inferno Tower Ram Rider
Inferno Tower Goblin Gang Zappies Ram Rider Mega Knight
Firecracker Zap Goblin Gang Zappies Freeze Ram Rider
Goblin Gang Zappies Inferno Tower Ram Rider
Inferno Tower Mega Knight Zappies
Zap Freeze Mega Knight Firecracker Zappies Inferno Tower
Inferno Tower Goblin Gang Zappies
Mega Knight Zappies Inferno Tower
Mega Knight Zap
Mega Knight Goblin Gang Zappies Inferno Tower Ram Rider
Firecracker Zappies Mega Knight
Goblin Gang Zappies Inferno Tower Zap Firecracker Freeze
Mega Knight Zap Firecracker Zappies Inferno Tower Freeze
Zap Inferno Tower

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.)

Firecracker Freeze
Firecracker Zap Ram Rider
Firecracker Freeze
Zap Firecracker Mega Knight
Firecracker Zap Freeze Ram Rider
Firecracker
Zap Firecracker Freeze Ram Rider
Zap Firecracker Ram Rider
Goblin Gang
Firecracker Zap Ram Rider
Zap Firecracker
Firecracker
Firecracker Freeze
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Freeze
Zap Firecracker Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Freeze Mega Knight
Firecracker Zap Ram Rider
Zap Ram Rider Mega Knight
Zap Firecracker
Zap Firecracker
Zap Firecracker Zappies Freeze
Zap Mega Knight
Zap Firecracker Zappies Freeze
Mega Knight
Firecracker
Zap Goblin Gang Zappies Freeze
Zap Firecracker Zappies Ram Rider
Freeze
Goblin Gang Firecracker Mega Knight
Zap Firecracker
Zap
Firecracker Mega Knight
Zap Goblin Gang Firecracker Zappies Freeze
Firecracker Zap Zappies
Zap Firecracker Freeze Mega Knight
Firecracker Mega Knight

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