My Best Clash Royale Deck

Deck Check Rating

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

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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!
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 Three Musketeers 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.

Goblin Demolisher Elixir Collector Three Musketeers Giant Skeleton Goblin Giant Golem

Offensive cards

Win conditions

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

Three Musketeers Goblin Giant Golem

Damage spells

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

Rage

Punishments

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

Goblin Gang Goblin Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang Giant Skeleton Goblin Giant Golem

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.

Giant Skeleton Golem

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 Goblin Demolisher Three Musketeers Giant Skeleton
Giant Snowball
Goblin Gang Three Musketeers
Zap
Goblin Gang Three Musketeers Goblin Giant
Barbarian Barrel
Goblin Gang Three Musketeers Giant Skeleton
The Log
Goblin Gang Goblin Demolisher Three Musketeers Giant Skeleton
Earthquake
Goblin Gang Elixir Collector
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Goblin Demolisher Three Musketeers Giant Skeleton
Fireball
Goblin Gang Elixir Collector Three Musketeers
Poison
Goblin Gang Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher

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.

Goblin Demolisher Elixir Collector Rage Giant Skeleton 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 Three Musketeers

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Goblin Gang Goblin Demolisher Elixir Collector Giant Skeleton Goblin Giant Golem Three Musketeers

Shortest cycle

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

15 Rage Goblin Gang Goblin Demolisher Elixir Collector

Attack Synergies 0 7

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
Three Musketeers Giant Skeleton Goblin Giant Golem
Goblin Demolisher
Elixir Collector
Three Musketeers
Goblin Gang Rage
Rage
Three Musketeers Giant Skeleton Goblin Giant
Giant Skeleton
Goblin Gang Rage
Goblin Giant
Goblin Gang Rage
Golem
Goblin Gang

Defense Synergies 0 1

Goblin Gang
Giant Skeleton
Goblin Demolisher
Elixir Collector
Three Musketeers
Rage
Giant Skeleton
Goblin Gang
Goblin Giant
Golem

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
Goblin Gang Three Musketeers
Goblin Gang Three Musketeers Giant Skeleton
Three Musketeers Goblin Gang
Giant Skeleton
Goblin Gang
Three Musketeers Goblin Gang
Giant Skeleton Goblin Giant
Three Musketeers Goblin Gang
Goblin Gang Giant Skeleton
Goblin Gang Giant Skeleton Goblin Giant
Three Musketeers Goblin Gang
Goblin Gang Three Musketeers Giant Skeleton
Three Musketeers Goblin Gang
Goblin Gang Three Musketeers
Goblin Gang Three Musketeers
Three Musketeers Goblin Gang
Goblin Gang Three Musketeers
Giant Skeleton
Three Musketeers
Goblin Gang Giant Skeleton Goblin Giant

Counters to secondary win conditions

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

Goblin Gang Giant Skeleton
Goblin Gang
Goblin Gang Giant Skeleton Goblin Giant
Goblin Gang Giant Skeleton Goblin Giant
Giant Skeleton Goblin Gang Three Musketeers Goblin Giant
Goblin Gang Three Musketeers Goblin Giant
Goblin Gang Giant Skeleton Goblin Giant
Giant Skeleton Goblin Giant
Giant Skeleton
Goblin Gang Three Musketeers Goblin Giant
Giant Skeleton
Giant Skeleton Goblin Giant
Giant Skeleton Goblin Gang Three Musketeers Goblin Giant
Three Musketeers
Goblin Gang Three Musketeers Giant Skeleton Goblin Giant
Giant Skeleton

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.)

Giant Skeleton
Giant Skeleton Goblin Giant
Giant Skeleton
Goblin Giant
Goblin Gang Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Giant Skeleton
Giant Skeleton
Goblin Gang
Three Musketeers
Goblin Gang Three Musketeers
Giant Skeleton
Three Musketeers
Goblin Gang Giant Skeleton
Giant Skeleton Goblin Giant

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