My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Goblin Giant Magic Archer

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.

Prince Goblin Giant Electro Giant Magic Archer Monk

Offensive cards

Win conditions

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

Goblin Giant Electro Giant

Damage spells

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

Royal Delivery

Punishments

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

Goblin Gang Prince Goblin Giant Electro Giant

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 Prince Goblin Giant Electro Giant Magic Archer

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.

Magic Archer Monk

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 Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Prince Goblin Giant
Barbarian Barrel
Goblin Gang Magic Archer
The Log
Goblin Gang Prince
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Prince Magic Archer
Fireball
Goblin Gang Magic Archer
Poison
Goblin Gang Magic Archer
Lightning
Prince Magic Archer Monk
Rocket
Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Electro Giant 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.

Royal Delivery Prince Electro Giant

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

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.

Mirror Goblin Gang Royal Delivery Magic Archer Prince Monk Goblin Giant Electro Giant

Shortest cycle

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

10 Mirror Goblin Gang Royal Delivery Magic Archer

Attack Synergies 1 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.

Goblin Gang
Mirror Prince Goblin Giant Monk
Royal Delivery
Mirror
Electro Giant Goblin Gang Magic Archer
Prince
Goblin Gang Electro Giant Magic Archer
Goblin Giant
Goblin Gang Magic Archer
Electro Giant
Mirror Prince
Magic Archer
Mirror Prince Goblin Giant
Monk
Goblin Gang

Defense Synergies 1 10

Goblin Gang
Royal Delivery Mirror Prince Magic Archer
Royal Delivery
Mirror Goblin Gang Prince Magic Archer
Mirror
Royal Delivery Goblin Gang Magic Archer
Prince
Goblin Gang Royal Delivery Electro Giant Magic Archer
Goblin Giant
Magic Archer
Electro Giant
Prince
Magic Archer
Goblin Gang Royal Delivery Mirror Prince Goblin Giant
Monk

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.

Goblin Giant Magic Archer
Goblin Gang Royal Delivery Prince Monk
Goblin Gang Prince Royal Delivery
Prince Goblin Gang Monk
Royal Delivery Prince Monk
Goblin Gang Royal Delivery Magic Archer
Goblin Gang Royal Delivery Magic Archer
Goblin Giant Electro Giant Magic Archer Monk
Goblin Gang Prince
Goblin Gang Royal Delivery Prince
Goblin Gang Royal Delivery Goblin Giant Electro Giant Magic Archer
Goblin Gang Royal Delivery Magic Archer
Prince Goblin Gang Royal Delivery
Goblin Gang Royal Delivery Prince Magic Archer
Goblin Gang Prince
Monk Goblin Gang Royal Delivery Prince Electro Giant
Goblin Gang Royal Delivery Prince
Royal Delivery Goblin Gang Prince Magic Archer
Royal Delivery Magic Archer
Prince
Goblin Gang Royal Delivery Prince Goblin Giant Electro Giant

Counters to secondary win conditions

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

Goblin Gang Royal Delivery Prince Electro Giant
Royal Delivery Goblin Gang Prince Magic Archer Monk
Goblin Gang Royal Delivery Prince Goblin Giant
Goblin Gang Prince Royal Delivery Goblin Giant Monk
Goblin Gang Royal Delivery Prince Goblin Giant
Royal Delivery Electro Giant Goblin Gang Goblin Giant Magic Archer Monk
Goblin Gang Royal Delivery Prince Goblin Giant
Royal Delivery Prince Goblin Giant
Royal Delivery Prince Magic Archer Monk
Goblin Gang Royal Delivery Goblin Giant
Prince
Monk Royal Delivery Prince Goblin Giant Electro Giant
Royal Delivery Prince Goblin Gang Goblin Giant
Electro Giant Magic Archer
Goblin Gang Electro Giant Royal Delivery Prince Goblin Giant Magic Archer Monk
Royal Delivery Electro Giant Magic Archer
Royal Delivery

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 Monk
Monk Magic Archer
Goblin Giant Magic Archer
Prince
Magic Archer
Electro Giant Goblin Giant Magic Archer Monk
Magic Archer
Magic Archer
Monk
Goblin Gang Prince
Monk Prince Magic Archer
Monk Magic Archer
Magic Archer
Magic Archer Monk
Prince Magic Archer
Magic Archer
Magic Archer
Monk
Prince Magic Archer Monk
Electro Giant Magic Archer Monk
Prince Magic Archer Monk
Prince Monk
Monk
Electro Giant Magic Archer
Magic Archer Monk
Prince Magic Archer Monk
Magic Archer
Electro Giant Magic Archer
Electro Giant
Magic Archer
Magic Archer Monk
Prince
Magic Archer Monk
Goblin Gang Prince Magic Archer
Magic Archer Monk
Goblin Gang Prince Magic Archer
Magic Archer
Monk Electro Giant
Prince
Electro Giant Goblin Gang Magic Archer
Magic Archer
Prince Goblin Giant Electro Giant Magic Archer Monk
Prince
Monk

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