My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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!
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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Hog Rider Miner

Pump responses

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

Miner

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 Barbarians Hog Rider

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 Miner

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 Skeleton Army Miner
Giant Snowball
Goblin Gang Barbarians Hog Rider Skeleton Army Miner
Zap
Goblin Gang Skeleton Army
Barbarian Barrel
Knight Goblin Gang Barbarians Skeleton Army
The Log
Goblin Gang Barbarians Hog Rider Skeleton Army
Earthquake
Goblin Gang Barbarians Hog Rider Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Knight Goblin Gang Barbarians Hog Rider Skeleton Army Miner
Fireball
Goblin Gang Barbarians Hog Rider Skeleton Army
Poison
Goblin Gang Barbarians Skeleton Army
Lightning
Knight
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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 Miner

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.

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 Barbarians

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 The Log Knight Goblin Gang Skeleton Army Miner Hog Rider Barbarians

Shortest cycle

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

10 Zap The Log Knight Goblin Gang

Attack Synergies 7 6

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
Hog Rider Miner Knight The Log
Knight
Goblin Gang Hog Rider Zap The Log Miner
Goblin Gang
Knight Hog Rider Miner
Barbarians
Hog Rider
Hog Rider
Zap Knight Goblin Gang The Log Barbarians
Skeleton Army
The Log
Hog Rider Zap Knight Miner
Miner
Zap Goblin Gang Knight The Log

Defense Synergies 1 15

Zap
Knight Goblin Gang Barbarians Skeleton Army The Log Miner
Knight
Goblin Gang Zap Skeleton Army The Log
Goblin Gang
Knight Zap Barbarians Skeleton Army The Log Miner
Barbarians
Zap Goblin Gang Skeleton Army
Hog Rider
Skeleton Army
Zap Knight Goblin Gang Barbarians The Log
The Log
Zap Knight Goblin Gang Skeleton Army Miner
Miner
Zap Goblin Gang The Log

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 The Log
Barbarians Skeleton Army Zap Knight Goblin Gang The Log
Goblin Gang Barbarians Skeleton Army Knight
Barbarians Skeleton Army Knight Goblin Gang
Barbarians Skeleton Army The Log
Goblin Gang Skeleton Army The Log Zap
Zap Goblin Gang
Zap Barbarians The Log
Barbarians Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Barbarians Miner
Goblin Gang Barbarians Skeleton Army Zap Knight The Log
Zap Goblin Gang
Barbarians Skeleton Army Zap Knight Goblin Gang The Log
Skeleton Army Zap Goblin Gang Barbarians The Log
Barbarians Skeleton Army Knight Goblin Gang
Barbarians Skeleton Army Zap Goblin Gang The Log
Barbarians Knight Goblin Gang Skeleton Army
Zap Knight Goblin Gang Barbarians Skeleton Army The Log
Zap The Log Knight Barbarians
Barbarians
Goblin Gang Skeleton Army Knight Barbarians The Log

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Skeleton Army Zap
Zap Knight Goblin Gang The Log Miner
Goblin Gang Barbarians Skeleton Army Zap Knight The Log
Goblin Gang Skeleton Army Zap Knight Barbarians The Log
Barbarians Knight Goblin Gang Skeleton Army
Zap Goblin Gang
Goblin Gang Skeleton Army Knight Barbarians
Knight Barbarians Skeleton Army
Zap Knight Barbarians Skeleton Army The Log
Goblin Gang Barbarians Skeleton Army
Knight Barbarians
Skeleton Army Zap Barbarians The Log
Barbarians Skeleton Army Knight Goblin Gang
Barbarians Skeleton Army
Goblin Gang Barbarians Skeleton Army Zap Knight The Log
Zap Barbarians The Log
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 The Log
Zap The Log Miner
The Log Miner
Knight Barbarians The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Miner Zap
Goblin Gang
Miner Zap Knight The Log
Zap
Knight The Log Miner
Zap The Log
Zap The Log
The Log
Zap The Log
Zap The Log Miner
The Log
The Log
Zap Barbarians The Log
Zap The Log
The Log Miner Zap
Zap The Log Miner
Miner Zap The Log
Zap
Zap
Zap The Log Miner
Zap
The Log
Zap Goblin Gang Barbarians Skeleton Army
Zap
The Log
Miner Knight Goblin Gang
The Log Zap
Zap
Zap Goblin Gang The Log
Zap
Zap The Log Miner

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