My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Electro Wizard Inferno Dragon

Defensive buildings

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

Goblin Hut

Investments

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

Knight Goblin Hut Electro Wizard Inferno Dragon

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 Fireball

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.

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.

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.

Goblin Barrel Electro Wizard

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 Skeleton Army Inferno Dragon
Giant Snowball
Goblin Hut Goblin Barrel Skeleton Army Inferno Dragon
Zap
Goblin Hut Goblin Barrel Skeleton Army Inferno Dragon
Barbarian Barrel
Knight Goblin Hut Goblin Barrel Skeleton Army Electro Wizard
The Log
Goblin Hut Goblin Barrel Skeleton Army
Earthquake
Goblin Hut Goblin Barrel Skeleton Army
Arrows
Goblin Hut Goblin Barrel Skeleton Army
Royal Delivery
Knight Goblin Hut Goblin Barrel Skeleton Army Electro Wizard Inferno Dragon
Fireball
Goblin Hut Goblin Barrel Skeleton Army Electro Wizard Inferno Dragon
Poison
Goblin Hut Skeleton Army Electro Wizard
Lightning
Knight Goblin Hut Electro Wizard Inferno Dragon
Rocket
Goblin Hut Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Skeleton Army Inferno 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 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.

Fireball Goblin Barrel Electro Wizard

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 Knight Goblin Barrel Skeleton Army Fireball Electro Wizard Inferno Dragon Goblin Hut

Shortest cycle

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

11 Zap Knight Goblin Barrel Skeleton Army

Attack Synergies 3 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
Fireball Electro Wizard Knight Goblin Hut
Knight
Goblin Barrel Zap Fireball Goblin Hut Electro Wizard
Fireball
Zap Knight Electro Wizard
Goblin Hut
Zap Knight Goblin Barrel
Goblin Barrel
Knight Goblin Hut Skeleton Army
Skeleton Army
Goblin Barrel
Electro Wizard
Zap Knight Fireball
Inferno Dragon

Defense Synergies 3 14

Zap
Fireball Electro Wizard Knight Goblin Hut Skeleton Army Inferno Dragon
Knight
Electro Wizard Zap Fireball Goblin Hut Skeleton Army
Fireball
Zap Knight Goblin Hut Electro Wizard
Goblin Hut
Zap Knight Fireball Skeleton Army Electro Wizard
Goblin Barrel
Skeleton Army
Zap Knight Goblin Hut Electro Wizard Inferno Dragon
Electro Wizard
Zap Knight Fireball Goblin Hut Skeleton Army Inferno Dragon
Inferno Dragon
Zap Skeleton Army Electro Wizard

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 Fireball Goblin Hut Electro Wizard
Skeleton Army Inferno Dragon Zap Knight Goblin Hut Electro Wizard
Goblin Hut Skeleton Army Knight Electro Wizard Inferno Dragon
Goblin Hut Skeleton Army Inferno Dragon Knight Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Fireball Goblin Hut
Zap Fireball Electro Wizard
Inferno Dragon Goblin Hut Skeleton Army
Knight Skeleton Army Electro Wizard
Skeleton Army Electro Wizard Zap Knight Fireball Goblin Hut
Inferno Dragon Zap Fireball Goblin Hut Electro Wizard
Goblin Hut Skeleton Army Zap Knight Fireball Electro Wizard
Fireball Skeleton Army Zap Goblin Hut Electro Wizard
Skeleton Army Inferno Dragon Knight Goblin Hut Electro Wizard
Skeleton Army Zap Fireball Goblin Hut Electro Wizard Inferno Dragon
Knight Fireball Goblin Hut Skeleton Army Electro Wizard
Fireball Zap Knight Goblin Hut Skeleton Army Electro Wizard
Zap Knight Fireball Goblin Hut Electro Wizard Inferno Dragon
Goblin Hut Electro Wizard Inferno Dragon
Skeleton Army Knight Fireball Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Fireball Goblin Hut Electro Wizard
Fireball Electro Wizard Zap Knight Inferno Dragon
Skeleton Army Zap Knight Goblin Hut Electro Wizard
Skeleton Army Zap Knight Fireball Electro Wizard
Knight Goblin Hut Skeleton Army Inferno Dragon
Fireball Zap Goblin Hut Electro Wizard
Skeleton Army Knight Fireball Goblin Hut Electro Wizard
Knight Skeleton Army Inferno Dragon
Zap Electro Wizard Knight Fireball Goblin Hut Skeleton Army Inferno Dragon
Goblin Hut Skeleton Army Inferno Dragon
Inferno Dragon Knight Goblin Hut
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Knight Fireball
Fireball Skeleton Army
Goblin Hut Skeleton Army Electro Wizard Zap Knight Fireball Inferno Dragon
Zap Fireball Goblin Hut Electro Wizard Inferno Dragon
Zap Fireball Goblin Hut Electro Wizard

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 Knight
Fireball Zap Electro Wizard
Fireball Goblin Hut
Knight Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap
Knight Fireball Goblin Hut
Fireball
Zap Fireball Goblin Hut
Zap Fireball Goblin Hut
Fireball Goblin Hut
Fireball
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Inferno Dragon
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball Goblin Hut
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fireball Goblin Hut Skeleton Army
Fireball Zap Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Inferno Dragon
Fireball

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