My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
Bad
Versatility
Bad
F2P score
Godly!

3 problems 5 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Spear Goblins Archers Minions Mega Minion

Defensive buildings

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

Cannon

Investments

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

Spear Goblins Bomber Archers Knight Mega Minion

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

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.

Goblins Spear Goblins Knight

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
Spear Goblins Bomber Archers Minions
Giant Snowball
Goblins Spear Goblins Bomber Archers Minions Cannon Mega Minion
Zap
Goblins Spear Goblins Bomber Archers Minions Cannon
Barbarian Barrel
Goblins Spear Goblins Bomber Archers Knight Cannon
The Log
Goblins Spear Goblins Bomber Archers Cannon
Earthquake
Spear Goblins Bomber Archers Cannon
Arrows
Goblins Spear Goblins Bomber Archers Minions
Royal Delivery
Goblins Spear Goblins Bomber Archers Knight Minions Mega Minion
Fireball
Bomber Archers Minions Cannon Mega Minion
Poison
Spear Goblins Bomber Archers Minions Cannon Mega Minion
Lightning
Knight Cannon Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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.

Spear Goblins Knight Mega Minion

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.

Goblins Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Spear Goblins Bomber Archers Knight Minions Cannon Mega Minion

Shortest cycle

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

9 Goblins Spear Goblins Bomber Archers

Attack Synergies 4 3

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.

Goblins
Archers
Spear Goblins
Knight
Bomber
Knight Minions
Archers
Knight Goblins
Knight
Spear Goblins Archers Minions Mega Minion Bomber
Minions
Knight Bomber
Cannon
Mega Minion
Knight

Defense Synergies 6 15

Goblins
Bomber Archers Knight Cannon Mega Minion
Spear Goblins
Knight Archers Minions Cannon Mega Minion
Bomber
Knight Goblins Cannon
Archers
Knight Goblins Spear Goblins Minions Cannon Mega Minion
Knight
Spear Goblins Bomber Archers Minions Cannon Mega Minion Goblins
Minions
Knight Spear Goblins Archers Cannon
Cannon
Knight Goblins Spear Goblins Bomber Archers Minions Mega Minion
Mega Minion
Knight Goblins Spear Goblins Archers Cannon

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.

Spear Goblins Bomber Knight Minions Cannon Mega Minion
Goblins Knight Minions Cannon Mega Minion
Cannon Goblins Bomber Archers Knight Minions Mega Minion
Cannon Goblins Knight Minions Mega Minion
Bomber
Goblins Spear Goblins Bomber Archers Minions Cannon Mega Minion
Minions Mega Minion Spear Goblins Archers Cannon
Cannon
Cannon Goblins Minions
Knight Goblins Spear Goblins Bomber Archers Cannon
Goblins Archers Minions Spear Goblins Bomber Knight Cannon Mega Minion
Minions Mega Minion Spear Goblins Archers
Cannon Bomber Knight Minions
Bomber Goblins Minions Cannon Mega Minion
Knight Cannon
Cannon
Goblins Bomber Knight Minions Cannon
Cannon Goblins Spear Goblins Bomber Archers Knight Minions Mega Minion
Spear Goblins Bomber Archers Knight Minions Cannon Mega Minion
Cannon
Bomber Goblins Spear Goblins Archers Knight Minions Cannon

Counters to secondary win conditions

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

Knight Goblins Spear Goblins Archers
Bomber Archers Knight Mega Minion
Goblins Spear Goblins Knight Minions
Knight
Knight Cannon
Archers Minions
Goblins Spear Goblins Archers Knight Minions Mega Minion
Knight
Goblins Spear Goblins Knight Minions Mega Minion
Cannon Mega Minion
Knight Minions Mega Minion
Knight Cannon
Bomber Archers Cannon
Goblins Spear Goblins Bomber Archers Knight Minions Mega Minion
Minions Bomber Archers Cannon Mega Minion
Bomber Cannon

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
Knight
Bomber
Spear Goblins Minions Mega Minion
Bomber Archers
Goblins Minions
Knight
Archers
Knight
Minions
Spear Goblins Bomber
Bomber Minions
Bomber Archers Mega Minion
Bomber
Minions
Bomber
Mega Minion
Archers
Minions Mega Minion
Mega Minion
Bomber
Spear Goblins Archers Minions
Archers Mega Minion
Knight Mega Minion
Bomber
Mega Minion
Minions

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