My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Hunter Goblin Giant

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.

Rune Giant Hunter Goblin Giant

Offensive cards

Win conditions

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

Rune Giant Goblin Giant

Damage spells

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

Zap Arrows Rage

Punishments

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

Goblin 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.

Rune Giant Goblin Giant

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 Machine

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
Guards
Giant Snowball
Guards
Zap
Guards Goblin Giant
Barbarian Barrel
Guards Hunter
The Log
Guards Hunter
Earthquake
Guards
Arrows
Guards
Royal Delivery
Guards Hunter
Fireball
Hunter
Poison
Guards Hunter
Lightning
Hunter
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Hunter Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Hunter Goblin Machine

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.

Arrows Rage Guards Rune Giant Goblin Machine

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.

Zap Rage Arrows Guards Rune Giant Hunter Goblin Machine Goblin Giant

Shortest cycle

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

10 Zap Rage Arrows Guards

Attack Synergies 2 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.

Zap
Arrows Goblin Giant Guards Hunter
Arrows
Zap Goblin Giant
Rage
Goblin Giant Goblin Machine
Guards
Zap
Rune Giant
Hunter
Hunter
Zap Rune Giant Goblin Giant
Goblin Giant
Zap Arrows Rage Hunter Goblin Machine
Goblin Machine
Rage Goblin Giant

Defense Synergies 2 3

Zap
Goblin Giant Arrows Guards Hunter
Arrows
Zap
Rage
Guards
Hunter Zap
Rune Giant
Hunter
Guards Zap
Goblin Giant
Zap
Goblin Machine

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 Goblin Giant
Hunter Zap
Hunter
Hunter Guards
Arrows
Arrows Zap Guards Hunter
Hunter Zap Arrows
Zap Arrows Goblin Giant
Hunter
Guards Hunter
Guards Zap Arrows Hunter Goblin Giant
Arrows Hunter Zap
Hunter Zap Guards
Zap Arrows Guards Hunter
Hunter
Zap Hunter
Arrows Hunter
Arrows Zap Guards Hunter
Zap Arrows Hunter Guards
Hunter
Arrows Guards Hunter Goblin Giant
Hunter

Counters to secondary win conditions

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

Guards Zap
Zap Arrows Hunter
Guards Zap Hunter Goblin Giant
Guards Hunter Zap Goblin Giant
Guards Hunter Goblin Giant
Arrows Zap Hunter Goblin Giant
Guards Hunter Goblin Giant
Hunter Goblin Giant
Zap
Guards Goblin Giant
Guards Hunter
Zap Arrows Guards Goblin Giant
Guards Hunter Goblin Giant
Guards Zap Hunter Goblin Giant
Arrows Zap Hunter
Zap Arrows

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.)

Arrows Guards
Arrows Zap
Arrows Goblin Giant
Arrows Guards
Zap Arrows
Arrows Zap Hunter Goblin Giant Goblin Machine
Arrows
Arrows Zap Hunter
Arrows Zap
Guards
Zap Arrows Goblin Machine
Zap Arrows
Hunter
Arrows
Zap Arrows
Zap Arrows Hunter
Arrows
Arrows
Zap Arrows Hunter Goblin Machine
Zap Arrows Goblin Machine
Arrows
Zap Arrows
Zap Arrows Hunter Goblin Machine
Arrows Zap Hunter
Zap Arrows
Zap Arrows
Zap Arrows Hunter
Zap Guards
Zap Arrows Hunter
Zap Arrows
Arrows
Zap Guards
Zap Arrows Hunter
Arrows
Hunter
Arrows Zap
Zap Arrows
Zap Guards
Zap
Zap Goblin Giant

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