My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang

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.

Balloon Royal Ghost Lumberjack Mighty Miner

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Balloon Royal Ghost Lumberjack

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.

Goblin Gang Balloon Royal Ghost Lumberjack Mighty Miner

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.

Balloon Royal Ghost Lumberjack Mighty Miner

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 Clone Balloon Mighty Miner
Giant Snowball
Goblin Gang Clone Balloon Lumberjack Mighty Miner
Zap
Goblin Gang Clone Balloon Mighty Miner
Barbarian Barrel
Goblin Gang Clone Royal Ghost Lumberjack
The Log
Goblin Gang Clone Lumberjack
Earthquake
Goblin Gang Clone
Arrows
Goblin Gang Clone
Royal Delivery
Goblin Gang Clone Balloon Royal Ghost Lumberjack
Fireball
Goblin Gang Clone Balloon Lumberjack Mighty Miner
Poison
Goblin Gang Clone Balloon
Lightning
Balloon Lumberjack Mighty Miner
Rocket
Balloon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Royal Ghost

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 Clone Tornado Royal Ghost Mighty Miner

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

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.

Arrows Goblin Gang Clone Tornado Royal Ghost Lumberjack Mighty Miner Balloon

Shortest cycle

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

12 Arrows Goblin Gang Clone Tornado

Attack Synergies 3 9

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.

Arrows
Balloon Lumberjack Mighty Miner
Goblin Gang
Clone Balloon Royal Ghost
Clone
Balloon Goblin Gang Lumberjack
Tornado
Balloon
Balloon
Arrows Clone Lumberjack Goblin Gang Tornado Royal Ghost
Royal Ghost
Goblin Gang Balloon Lumberjack
Lumberjack
Balloon Arrows Clone Royal Ghost
Mighty Miner
Arrows

Defense Synergies 0 3

Arrows
Tornado Lumberjack
Goblin Gang
Lumberjack
Clone
Tornado
Arrows
Balloon
Royal Ghost
Lumberjack
Arrows Goblin Gang
Mighty Miner

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.

Lumberjack Goblin Gang
Goblin Gang Tornado Lumberjack
Lumberjack Goblin Gang
Arrows Tornado Lumberjack
Arrows Goblin Gang Tornado Royal Ghost Lumberjack
Tornado Arrows Goblin Gang
Arrows
Mighty Miner Goblin Gang Tornado Lumberjack
Goblin Gang Tornado Royal Ghost Lumberjack
Goblin Gang Arrows Tornado Royal Ghost Lumberjack
Arrows Goblin Gang Tornado
Lumberjack Goblin Gang
Arrows Goblin Gang Tornado Royal Ghost Lumberjack
Goblin Gang Lumberjack
Tornado Goblin Gang Lumberjack
Arrows Goblin Gang Tornado Lumberjack
Arrows Goblin Gang Tornado Royal Ghost Lumberjack
Arrows Tornado Royal Ghost Lumberjack
Tornado Lumberjack
Goblin Gang Royal Ghost Arrows Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Royal Ghost
Arrows Goblin Gang Royal Ghost Lumberjack
Goblin Gang Lumberjack
Goblin Gang Lumberjack Tornado
Goblin Gang Lumberjack Mighty Miner
Arrows Goblin Gang Tornado
Goblin Gang Lumberjack
Mighty Miner Lumberjack
Tornado
Goblin Gang
Lumberjack
Arrows Tornado
Goblin Gang Lumberjack
Goblin Gang Tornado Lumberjack Mighty Miner
Arrows Royal Ghost Mighty Miner
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 Royal Ghost
Arrows Tornado Royal Ghost
Arrows
Arrows
Arrows
Arrows Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Goblin Gang Tornado Lumberjack
Arrows Tornado
Arrows Tornado
Arrows
Arrows
Arrows
Arrows
Arrows Tornado
Arrows
Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado
Arrows Tornado Royal Ghost
Arrows Tornado
Arrows Tornado
Arrows Tornado
Arrows
Arrows
Mighty Miner
Arrows
Goblin Gang
Arrows Tornado
Arrows
Goblin Gang Lumberjack
Arrows
Arrows Tornado
Goblin Gang Tornado
Tornado
Tornado Royal Ghost

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