My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Wizard Baby Dragon Witch

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.

Wizard Baby Dragon Witch Bandit

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.

Missing

Punishments

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

Goblin Gang Goblin Barrel Bandit

Pump responses

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

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 Baby Dragon Bandit

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 Bandit

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 Goblin Barrel Skeleton Army Bandit
Giant Snowball
Goblin Gang Barbarians Goblin Barrel Skeleton Army Baby Dragon Witch
Zap
Goblin Gang Goblin Barrel Skeleton Army Witch Bandit
Barbarian Barrel
Goblin Gang Barbarians Wizard Goblin Barrel Skeleton Army Witch Bandit
The Log
Goblin Gang Barbarians Goblin Barrel Skeleton Army Witch Bandit
Earthquake
Goblin Gang Barbarians Goblin Barrel Skeleton Army Witch
Arrows
Goblin Gang Goblin Barrel Skeleton Army Witch
Royal Delivery
Goblin Gang Barbarians Wizard Goblin Barrel Skeleton Army Baby Dragon Witch Bandit
Fireball
Goblin Gang Barbarians Wizard Goblin Barrel Skeleton Army Baby Dragon Witch Bandit
Poison
Goblin Gang Barbarians Wizard Skeleton Army Witch
Lightning
Wizard Baby Dragon Witch Bandit
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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.

Skeleton Army 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.

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.

Goblin Gang Barbarians Wizard Goblin Barrel Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Goblin Barrel Skeleton Army Bandit Baby Dragon Barbarians Wizard Witch

Shortest cycle

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

12 Goblin Gang Goblin Barrel Skeleton Army Bandit

Attack Synergies 1 9

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.

Goblin Gang
Goblin Barrel Baby Dragon Bandit
Barbarians
Wizard
Bandit
Goblin Barrel
Goblin Gang Skeleton Army Baby Dragon Bandit
Skeleton Army
Goblin Barrel
Baby Dragon
Goblin Gang Goblin Barrel Witch Bandit
Witch
Baby Dragon Bandit
Bandit
Goblin Gang Wizard Goblin Barrel Baby Dragon Witch

Defense Synergies 0 10

Goblin Gang
Barbarians Skeleton Army Bandit
Barbarians
Goblin Gang Skeleton Army
Wizard
Skeleton Army Bandit
Goblin Barrel
Skeleton Army
Goblin Gang Barbarians Wizard Bandit
Baby Dragon
Witch Bandit
Witch
Baby Dragon Bandit
Bandit
Goblin Gang Wizard Skeleton Army Baby Dragon Witch

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.

Wizard Baby Dragon
Barbarians Skeleton Army Goblin Gang Witch Bandit
Goblin Gang Barbarians Skeleton Army Witch Bandit
Barbarians Skeleton Army Witch Goblin Gang Bandit
Barbarians Skeleton Army
Goblin Gang Skeleton Army Baby Dragon Bandit
Goblin Gang Wizard Baby Dragon Witch
Barbarians Baby Dragon Bandit
Barbarians Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Barbarians Bandit
Goblin Gang Barbarians Skeleton Army Witch Wizard Baby Dragon Bandit
Goblin Gang Wizard Baby Dragon Witch
Barbarians Skeleton Army Goblin Gang Wizard Witch Bandit
Wizard Skeleton Army Goblin Gang Barbarians Baby Dragon Witch
Barbarians Skeleton Army Goblin Gang Bandit
Barbarians Skeleton Army Goblin Gang Bandit
Barbarians Wizard Goblin Gang Skeleton Army Witch
Goblin Gang Barbarians Wizard Skeleton Army Baby Dragon Witch Bandit
Wizard Baby Dragon Witch Barbarians Bandit
Barbarians
Goblin Gang Wizard Skeleton Army Barbarians Baby Dragon Witch Bandit

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Witch Bandit
Bandit Goblin Gang Wizard Baby Dragon
Goblin Gang Barbarians Skeleton Army Bandit Witch
Goblin Gang Skeleton Army Barbarians Bandit
Barbarians Goblin Gang Skeleton Army Witch Bandit
Wizard Goblin Gang Baby Dragon Witch
Goblin Gang Skeleton Army Barbarians Witch Bandit
Barbarians Skeleton Army
Barbarians Skeleton Army Baby Dragon Witch Bandit
Witch Goblin Gang Barbarians Skeleton Army
Barbarians Witch
Skeleton Army Barbarians
Barbarians Skeleton Army Goblin Gang Wizard Witch Bandit
Wizard Barbarians Skeleton Army Baby Dragon Witch
Goblin Gang Barbarians Skeleton Army Witch Baby Dragon
Barbarians Wizard Baby Dragon Witch

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.)

Baby Dragon Bandit
Baby Dragon Bandit
Baby Dragon Bandit
Barbarians
Wizard Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Bandit
Goblin Gang
Wizard Bandit
Wizard Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Baby Dragon
Wizard Baby Dragon Witch Bandit
Wizard Baby Dragon Bandit
Wizard Baby Dragon Bandit
Wizard Baby Dragon Witch
Baby Dragon
Wizard
Barbarians Baby Dragon
Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch Bandit
Wizard Baby Dragon Witch Bandit
Baby Dragon Bandit
Wizard Baby Dragon Witch
Wizard Witch
Wizard Bandit
Wizard
Goblin Gang Barbarians Skeleton Army Witch Bandit
Wizard Baby Dragon Witch
Goblin Gang Wizard Baby Dragon
Wizard Baby Dragon
Goblin Gang Baby Dragon Witch
Witch
Baby Dragon Witch Bandit
Wizard

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