My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Goblin Demolisher Goblin Curse Goblin Machine Mighty Miner Archer Queen Monk

Deck tips

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

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 Wizard Inferno Dragon

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.

Wizard Royal Ghost Inferno Dragon Sparky Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Earthquake

Punishments

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

Goblin Gang Hog Rider Royal Ghost Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Hog Rider Royal Ghost Mega Knight

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.

Hog Rider Royal Ghost

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 Hog Rider Inferno Dragon Sparky
Giant Snowball
Goblin Gang Hog Rider Inferno Dragon
Zap
Goblin Gang Inferno Dragon Sparky
Barbarian Barrel
Goblin Gang Wizard Royal Ghost Sparky
The Log
Goblin Gang Hog Rider Sparky
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hog Rider Wizard Royal Ghost Inferno Dragon Sparky
Fireball
Goblin Gang Hog Rider Wizard Inferno Dragon Sparky
Poison
Goblin Gang Wizard Sparky
Lightning
Wizard Inferno Dragon Sparky
Rocket
Hog Rider Wizard Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Wizard Royal Ghost Sparky Mega Knight

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 Ghost Inferno Dragon Sparky Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Earthquake Royal Ghost Hog Rider Inferno Dragon Wizard Sparky Mega Knight

Shortest cycle

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

13 Goblin Gang Earthquake Royal Ghost Hog Rider

Attack Synergies 3 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.

Goblin Gang
Hog Rider Royal Ghost Sparky
Earthquake
Hog Rider Sparky Mega Knight
Hog Rider
Goblin Gang Earthquake Wizard Mega Knight
Wizard
Hog Rider Royal Ghost Sparky Mega Knight
Royal Ghost
Goblin Gang Wizard Mega Knight
Inferno Dragon
Mega Knight
Sparky
Goblin Gang Earthquake Wizard
Mega Knight
Inferno Dragon Earthquake Hog Rider Wizard Royal Ghost

Defense Synergies 0 8

Goblin Gang
Inferno Dragon Sparky
Earthquake
Sparky Mega Knight
Hog Rider
Wizard
Royal Ghost Mega Knight
Royal Ghost
Wizard Mega Knight
Inferno Dragon
Goblin Gang Mega Knight
Sparky
Goblin Gang Earthquake
Mega Knight
Earthquake Wizard Royal Ghost Inferno Dragon

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.

Earthquake Wizard Sparky
Inferno Dragon Sparky Goblin Gang Mega Knight
Goblin Gang Sparky Mega Knight Inferno Dragon
Inferno Dragon Sparky Goblin Gang Mega Knight
Earthquake Sparky Mega Knight
Goblin Gang Earthquake Royal Ghost Mega Knight
Inferno Dragon Goblin Gang Wizard
Earthquake Sparky Mega Knight
Inferno Dragon Sparky Goblin Gang
Goblin Gang Royal Ghost Sparky Mega Knight
Goblin Gang Earthquake Wizard Royal Ghost Mega Knight
Inferno Dragon Goblin Gang Wizard
Sparky Mega Knight Goblin Gang Earthquake Wizard
Wizard Sparky Mega Knight Goblin Gang Earthquake Royal Ghost
Inferno Dragon Sparky Goblin Gang Mega Knight
Goblin Gang Inferno Dragon Sparky Mega Knight
Wizard Sparky Mega Knight Goblin Gang
Mega Knight Goblin Gang Wizard Royal Ghost
Earthquake Wizard Royal Ghost Inferno Dragon Mega Knight
Sparky Inferno Dragon
Goblin Gang Wizard Royal Ghost Mega Knight Earthquake Sparky

Counters to secondary win conditions

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

Goblin Gang Mega Knight Royal Ghost Sparky
Goblin Gang Wizard Royal Ghost Inferno Dragon Mega Knight
Goblin Gang Mega Knight Sparky
Goblin Gang Mega Knight Sparky
Goblin Gang Inferno Dragon Sparky Mega Knight
Wizard Goblin Gang
Goblin Gang Sparky
Mega Knight Inferno Dragon Sparky
Mega Knight Inferno Dragon Sparky
Goblin Gang Inferno Dragon Sparky
Inferno Dragon Mega Knight Sparky
Mega Knight
Mega Knight Goblin Gang Wizard Sparky
Wizard Sparky Mega Knight
Goblin Gang Sparky Inferno Dragon
Mega Knight Earthquake Wizard Royal Ghost Inferno Dragon Sparky

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.)

Earthquake Royal Ghost Sparky
Royal Ghost
Earthquake Sparky
Earthquake Sparky
Wizard Earthquake Sparky Mega Knight
Wizard
Earthquake Wizard Sparky
Earthquake Wizard
Wizard
Goblin Gang Sparky
Earthquake Wizard Sparky
Wizard
Earthquake Sparky
Earthquake
Earthquake Sparky
Earthquake Wizard Sparky
Earthquake Wizard Sparky Mega Knight
Earthquake Sparky
Sparky
Earthquake Wizard Sparky Mega Knight
Earthquake Wizard Mega Knight
Earthquake Sparky Mega Knight
Wizard
Sparky
Earthquake
Earthquake Wizard Sparky Mega Knight
Inferno Dragon
Earthquake Wizard Royal Ghost Sparky
Wizard Sparky Mega Knight
Sparky
Wizard Sparky
Wizard
Sparky
Earthquake Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight
Earthquake Wizard Sparky
Earthquake Goblin Gang
Wizard
Goblin Gang Wizard Sparky Mega Knight
Earthquake Wizard
Sparky
Sparky Mega Knight
Goblin Gang Sparky
Royal Ghost Sparky Mega Knight

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