My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Goblin Gang Electro Wizard 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.

Spear Goblins Skeleton Barrel Royal Giant Royal Recruits Electro Wizard Magic Archer Golden Knight

Offensive cards

Win conditions

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

Skeleton Barrel Royal Giant

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 Skeleton Barrel Royal Giant Royal Recruits Golden Knight

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.

Spear Goblins Goblin Gang Skeleton Barrel Royal Giant Royal Recruits 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.

Skeleton Barrel Electro Wizard Magic Archer Golden 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 Goblin Gang Skeleton Barrel Royal Giant Royal Recruits
Giant Snowball
Spear Goblins Goblin Gang Skeleton Barrel Royal Recruits
Zap
Spear Goblins Goblin Gang Skeleton Barrel Royal Giant
Barbarian Barrel
Spear Goblins Goblin Gang Skeleton Barrel Royal Recruits Electro Wizard Magic Archer
The Log
Spear Goblins Goblin Gang Skeleton Barrel Royal Giant Royal Recruits
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Goblin Gang Skeleton Barrel Royal Recruits
Royal Delivery
Spear Goblins Goblin Gang Skeleton Barrel Royal Recruits Electro Wizard Magic Archer
Fireball
Goblin Gang Skeleton Barrel Electro Wizard Magic Archer
Poison
Spear Goblins Goblin Gang Skeleton Barrel Royal Recruits Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Magic Archer

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.

Spear Goblins Skeleton Barrel Royal Recruits

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.

Royal 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 Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Goblin Gang Skeleton Barrel Electro Wizard Magic Archer Golden Knight Royal Giant Royal Recruits

Shortest cycle

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

12 Spear Goblins Goblin Gang Skeleton Barrel Electro Wizard

Attack Synergies 2 15

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.

Spear Goblins
Skeleton Barrel Goblin Gang Royal Giant Royal Recruits
Goblin Gang
Spear Goblins Skeleton Barrel Royal Giant Royal Recruits
Skeleton Barrel
Spear Goblins Royal Giant Goblin Gang Royal Recruits Magic Archer Golden Knight
Royal Giant
Skeleton Barrel Spear Goblins Goblin Gang Electro Wizard Magic Archer
Royal Recruits
Spear Goblins Goblin Gang Skeleton Barrel Electro Wizard Magic Archer
Electro Wizard
Royal Giant Royal Recruits Magic Archer
Magic Archer
Skeleton Barrel Royal Giant Royal Recruits Electro Wizard Golden Knight
Golden Knight
Skeleton Barrel Magic Archer

Defense Synergies 0 7

Spear Goblins
Goblin Gang Electro Wizard Golden Knight
Goblin Gang
Spear Goblins Royal Recruits Electro Wizard Magic Archer
Skeleton Barrel
Royal Giant
Royal Recruits
Goblin Gang
Electro Wizard
Spear Goblins Goblin Gang Magic Archer
Magic Archer
Goblin Gang Electro Wizard
Golden Knight
Spear Goblins

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 Skeleton Barrel Royal Recruits Electro Wizard Magic Archer Golden Knight
Goblin Gang Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Electro Wizard
Royal Recruits
Goblin Gang Spear Goblins Electro Wizard Magic Archer
Electro Wizard Spear Goblins Goblin Gang Magic Archer
Skeleton Barrel Royal Recruits Electro Wizard Magic Archer Golden Knight
Goblin Gang Royal Recruits
Goblin Gang Spear Goblins Royal Recruits Electro Wizard
Goblin Gang Electro Wizard Spear Goblins Royal Recruits Magic Archer
Spear Goblins Goblin Gang Electro Wizard Magic Archer
Royal Recruits Goblin Gang Electro Wizard
Goblin Gang Royal Recruits Electro Wizard Magic Archer Golden Knight
Royal Recruits Goblin Gang Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Electro Wizard
Spear Goblins Goblin Gang Royal Recruits Electro Wizard Magic Archer Golden Knight
Spear Goblins Royal Recruits Electro Wizard Magic Archer
Royal Recruits Electro Wizard
Goblin Gang Royal Recruits Spear Goblins Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Spear Goblins Electro Wizard
Electro Wizard Goblin Gang Skeleton Barrel Magic Archer
Goblin Gang Royal Recruits Spear Goblins Electro Wizard Golden Knight
Goblin Gang Royal Recruits Electro Wizard
Royal Recruits Goblin Gang
Goblin Gang Skeleton Barrel Electro Wizard Magic Archer
Goblin Gang Royal Recruits Spear Goblins Electro Wizard
Royal Recruits
Royal Recruits Electro Wizard Spear Goblins Magic Archer
Royal Recruits Goblin Gang
Royal Recruits Golden Knight
Royal Recruits Electro Wizard
Royal Recruits Goblin Gang Golden Knight
Royal Recruits Magic Archer
Goblin Gang Royal Recruits Electro Wizard Spear Goblins Magic Archer Golden Knight
Royal Recruits Electro Wizard Magic Archer Golden Knight
Electro Wizard

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.)

Skeleton Barrel Magic Archer Royal Recruits Golden Knight
Skeleton Barrel Electro Wizard Magic Archer Golden Knight
Skeleton Barrel Magic Archer
Skeleton Barrel Royal Recruits
Magic Archer
Spear Goblins Skeleton Barrel Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Golden Knight
Goblin Gang Electro Wizard
Skeleton Barrel Royal Recruits Electro Wizard Magic Archer Golden Knight
Magic Archer
Skeleton Barrel Magic Archer Golden Knight
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Spear Goblins Skeleton Barrel Magic Archer Golden Knight
Magic Archer Skeleton Barrel Royal Recruits
Skeleton Barrel Electro Wizard Magic Archer
Skeleton Barrel Magic Archer Golden Knight
Magic Archer
Skeleton Barrel Royal Recruits
Magic Archer
Skeleton Barrel Electro Wizard Magic Archer Golden Knight
Skeleton Barrel Magic Archer Golden Knight
Skeleton Barrel Magic Archer Golden Knight
Electro Wizard Magic Archer
Electro Wizard Skeleton Barrel
Magic Archer
Electro Wizard Magic Archer
Magic Archer
Skeleton Barrel Electro Wizard Spear Goblins Goblin Gang Royal Recruits Magic Archer
Electro Wizard Magic Archer
Goblin Gang Electro Wizard Magic Archer
Skeleton Barrel Magic Archer
Royal Recruits
Goblin Gang Royal Recruits Electro Wizard Magic Archer Golden Knight
Electro Wizard Magic Archer
Skeleton Barrel Royal Recruits Electro Wizard Magic Archer Golden Knight

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