My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Spear Goblins Goblin Gang Skeleton Dragons Wizard Magic Archer Little Prince

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 Dragons Royal Recruits Elixir Golem Wizard Magic Archer Little Prince

Offensive cards

Win conditions

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

Elixir Golem

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 Royal Recruits Elixir Golem

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 Royal Recruits Elixir Golem 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

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 Royal Recruits Elixir Golem
Giant Snowball
Spear Goblins Goblin Gang Skeleton Dragons Royal Recruits Little Prince
Zap
Spear Goblins Goblin Gang Little Prince
Barbarian Barrel
Spear Goblins Goblin Gang Royal Recruits Elixir Golem Wizard Magic Archer Little Prince
The Log
Spear Goblins Goblin Gang Royal Recruits Elixir Golem Little Prince
Earthquake
Spear Goblins Goblin Gang Elixir Golem
Arrows
Spear Goblins Goblin Gang Skeleton Dragons Royal Recruits Little Prince
Royal Delivery
Spear Goblins Goblin Gang Skeleton Dragons Royal Recruits Elixir Golem Wizard Magic Archer Little Prince
Fireball
Goblin Gang Skeleton Dragons Elixir Golem Wizard Magic Archer Little Prince
Poison
Spear Goblins Goblin Gang Skeleton Dragons Royal Recruits Elixir Golem Wizard Magic Archer Little Prince
Lightning
Skeleton Dragons Wizard Magic Archer Little Prince
Rocket
Wizard Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Wizard 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 Royal Recruits Elixir Golem

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 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 Elixir Golem Little Prince Skeleton Dragons Magic Archer Wizard Royal Recruits

Shortest cycle

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

11 Spear Goblins Goblin Gang Elixir Golem Little Prince

Attack Synergies 0 10

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
Goblin Gang Royal Recruits Elixir Golem
Goblin Gang
Spear Goblins Royal Recruits Elixir Golem
Skeleton Dragons
Royal Recruits Elixir Golem
Royal Recruits
Spear Goblins Goblin Gang Skeleton Dragons Magic Archer
Elixir Golem
Spear Goblins Goblin Gang Skeleton Dragons Wizard Magic Archer
Wizard
Elixir Golem
Magic Archer
Royal Recruits Elixir Golem
Little Prince

Defense Synergies 0 6

Spear Goblins
Goblin Gang Skeleton Dragons Little Prince
Goblin Gang
Spear Goblins Skeleton Dragons Royal Recruits Magic Archer
Skeleton Dragons
Spear Goblins Goblin Gang
Royal Recruits
Goblin Gang
Elixir Golem
Wizard
Magic Archer
Goblin Gang
Little Prince
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 Dragons Royal Recruits Wizard Magic Archer
Goblin Gang Skeleton Dragons Royal Recruits
Goblin Gang Skeleton Dragons Royal Recruits
Royal Recruits Goblin Gang Skeleton Dragons
Royal Recruits
Goblin Gang Spear Goblins Skeleton Dragons Magic Archer
Skeleton Dragons Spear Goblins Goblin Gang Wizard Magic Archer Little Prince
Skeleton Dragons Royal Recruits Magic Archer
Goblin Gang Royal Recruits
Goblin Gang Spear Goblins Royal Recruits Little Prince
Goblin Gang Skeleton Dragons Spear Goblins Royal Recruits Wizard Magic Archer
Skeleton Dragons Spear Goblins Goblin Gang Wizard Magic Archer
Royal Recruits Goblin Gang Skeleton Dragons Wizard
Wizard Goblin Gang Skeleton Dragons Royal Recruits Magic Archer
Royal Recruits Goblin Gang
Goblin Gang Royal Recruits
Wizard Goblin Gang Skeleton Dragons Royal Recruits
Spear Goblins Goblin Gang Skeleton Dragons Royal Recruits Wizard Magic Archer Little Prince
Wizard Spear Goblins Skeleton Dragons Royal Recruits Magic Archer Little Prince
Royal Recruits
Goblin Gang Skeleton Dragons Royal Recruits Wizard Spear Goblins Little Prince

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Spear Goblins
Goblin Gang Skeleton Dragons Wizard Magic Archer
Goblin Gang Royal Recruits Spear Goblins
Goblin Gang Royal Recruits
Royal Recruits Goblin Gang
Skeleton Dragons Wizard Goblin Gang Magic Archer
Goblin Gang Royal Recruits Spear Goblins
Royal Recruits
Royal Recruits Spear Goblins Skeleton Dragons Magic Archer
Royal Recruits Goblin Gang Skeleton Dragons
Royal Recruits
Royal Recruits
Royal Recruits Goblin Gang Wizard
Royal Recruits Wizard Skeleton Dragons Magic Archer
Goblin Gang Royal Recruits Spear Goblins Skeleton Dragons Magic Archer Little Prince
Skeleton Dragons Royal Recruits Wizard Magic Archer

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 Skeleton Dragons Royal Recruits
Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Royal Recruits
Wizard Skeleton Dragons Magic Archer
Skeleton Dragons Wizard Spear Goblins Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard
Goblin Gang
Skeleton Dragons Royal Recruits Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Spear Goblins Skeleton Dragons Wizard Magic Archer
Magic Archer Skeleton Dragons Royal Recruits Wizard
Skeleton Dragons
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer Little Prince
Skeleton Dragons Magic Archer
Skeleton Dragons Wizard
Skeleton Dragons Royal Recruits
Skeleton Dragons Wizard Magic Archer Little Prince
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Wizard Magic Archer Little Prince
Skeleton Dragons Wizard
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Magic Archer
Wizard Magic Archer
Spear Goblins Goblin Gang Royal Recruits Magic Archer
Skeleton Dragons Wizard Magic Archer
Goblin Gang Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Royal Recruits
Goblin Gang Skeleton Dragons Royal Recruits Magic Archer
Skeleton Dragons Magic Archer
Royal Recruits Magic Archer Little Prince
Skeleton Dragons Wizard

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