My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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 Tesla Magic Archer Ram Rider

Defensive buildings

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

Tesla

Investments

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

Tesla Golem Magic Archer Ram Rider Mighty Miner

Offensive cards

Win conditions

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

Golem Ram Rider

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 Ram Rider

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 Barbarians Golem Magic Archer Ram Rider Mighty Miner

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.

Golem Magic Archer Ram Rider Mighty 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 Clone Ram Rider Mighty Miner
Giant Snowball
Goblin Gang Barbarians Clone Ram Rider Mighty Miner
Zap
Goblin Gang Clone Ram Rider Mighty Miner
Barbarian Barrel
Goblin Gang Tesla Barbarians Clone Magic Archer
The Log
Goblin Gang Barbarians Clone Ram Rider
Earthquake
Goblin Gang Tesla Barbarians Clone
Arrows
Goblin Gang Clone
Royal Delivery
Goblin Gang Barbarians Clone Magic Archer Ram Rider
Fireball
Goblin Gang Tesla Barbarians Clone Magic Archer Ram Rider Mighty Miner
Poison
Goblin Gang Barbarians Clone Magic Archer
Lightning
Tesla Magic Archer Ram Rider Mighty Miner
Rocket
Barbarians Magic Archer Ram Rider Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Clone Golem Mighty Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Clone Tesla Magic Archer Mighty Miner Barbarians Ram Rider Golem

Shortest cycle

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

14 Goblin Gang Clone Tesla Magic Archer

Attack Synergies 2 4

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
Clone Golem
Tesla
Barbarians
Clone
Golem Goblin Gang Magic Archer
Golem
Clone Goblin Gang Magic Archer
Magic Archer
Ram Rider Clone Golem
Ram Rider
Magic Archer
Mighty Miner

Defense Synergies 1 4

Goblin Gang
Tesla Barbarians Magic Archer
Tesla
Goblin Gang Magic Archer
Barbarians
Goblin Gang
Clone
Golem
Magic Archer
Goblin Gang Tesla Ram Rider
Ram Rider
Magic Archer
Mighty Miner

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.

Tesla Magic Archer Ram Rider
Barbarians Goblin Gang Tesla Ram Rider
Goblin Gang Tesla Barbarians Ram Rider
Tesla Barbarians Goblin Gang Ram Rider
Barbarians
Goblin Gang Tesla Magic Archer
Tesla Ram Rider Goblin Gang Magic Archer
Tesla Barbarians Magic Archer Ram Rider
Tesla Barbarians Mighty Miner Goblin Gang
Goblin Gang Tesla Barbarians
Goblin Gang Barbarians Tesla Magic Archer Ram Rider
Tesla Goblin Gang Magic Archer Ram Rider
Tesla Barbarians Goblin Gang Ram Rider
Goblin Gang Tesla Barbarians Magic Archer
Barbarians Goblin Gang Tesla Ram Rider
Barbarians Goblin Gang Tesla Ram Rider
Tesla Barbarians Goblin Gang
Tesla Goblin Gang Barbarians Magic Archer Ram Rider
Tesla Barbarians Magic Archer Ram Rider
Barbarians Tesla Ram Rider
Goblin Gang Tesla Barbarians

Counters to secondary win conditions

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

Goblin Gang Barbarians Tesla
Goblin Gang Tesla Magic Archer
Goblin Gang Barbarians Ram Rider
Goblin Gang Tesla Barbarians Ram Rider
Barbarians Goblin Gang Tesla Ram Rider Mighty Miner
Goblin Gang Tesla Magic Archer Ram Rider
Goblin Gang Tesla Barbarians Ram Rider
Mighty Miner Tesla Barbarians
Barbarians Magic Archer
Goblin Gang Tesla Barbarians
Tesla Barbarians
Barbarians
Barbarians Goblin Gang Tesla Ram Rider
Tesla Barbarians Magic Archer
Goblin Gang Tesla Barbarians Magic Archer Mighty Miner
Tesla Barbarians Magic Archer Mighty Miner

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.)

Magic Archer
Magic Archer Ram Rider
Magic Archer
Barbarians
Magic Archer
Magic Archer Ram Rider
Magic Archer
Magic Archer Ram Rider
Ram Rider
Goblin Gang
Magic Archer Ram Rider
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Barbarians
Magic Archer
Magic Archer Ram Rider
Magic Archer Ram Rider
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Mighty Miner
Magic Archer
Goblin Gang Barbarians Magic Archer
Magic Archer Ram Rider
Goblin Gang Magic Archer
Magic Archer
Goblin Gang Magic Archer
Magic Archer
Magic Archer

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