My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Minion Horde

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 Royal Recruits

Offensive cards

Win conditions

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

Missing

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

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 Minion Horde Royal Recruits

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 Minion Horde Royal Recruits Guards Skeleton Army Clone
Giant Snowball
Spear Goblins Goblin Gang Minion Horde Royal Recruits Guards Skeleton Army Clone
Zap
Spear Goblins Goblin Gang Minion Horde Guards Skeleton Army Clone
Barbarian Barrel
Spear Goblins Goblin Gang Royal Recruits Guards Skeleton Army Clone
The Log
Spear Goblins Goblin Gang Royal Recruits Guards Skeleton Army Clone
Earthquake
Spear Goblins Goblin Gang Guards Skeleton Army Clone
Arrows
Spear Goblins Goblin Gang Minion Horde Royal Recruits Guards Skeleton Army Clone
Royal Delivery
Spear Goblins Goblin Gang Minion Horde Royal Recruits Guards Skeleton Army Clone
Fireball
Goblin Gang Minion Horde Skeleton Army Clone
Poison
Spear Goblins Goblin Gang Minion Horde Royal Recruits Guards Skeleton Army Clone
Lightning
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards Skeleton Army Clone

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.

Skeleton Army

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 Minion Horde

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.

Mirror Spear Goblins Goblin Gang Guards Skeleton Army Clone Minion Horde Royal Recruits

Shortest cycle

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

8 Mirror Spear Goblins Goblin Gang Guards

Attack Synergies 1 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
Goblin Gang
Spear Goblins Royal Recruits Mirror Clone
Minion Horde
Mirror Clone
Royal Recruits
Spear Goblins Goblin Gang Clone
Mirror
Goblin Gang Minion Horde Skeleton Army
Guards
Clone
Skeleton Army
Clone Mirror
Clone
Skeleton Army Goblin Gang Minion Horde Royal Recruits Guards

Defense Synergies 2 9

Spear Goblins
Goblin Gang Guards Skeleton Army
Goblin Gang
Spear Goblins Royal Recruits Mirror Guards Skeleton Army
Minion Horde
Mirror
Royal Recruits
Goblin Gang Skeleton Army
Mirror
Minion Horde Skeleton Army Goblin Gang
Guards
Spear Goblins Goblin Gang Skeleton Army
Skeleton Army
Mirror Spear Goblins Goblin Gang Royal Recruits Guards
Clone

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 Minion Horde Royal Recruits
Minion Horde Skeleton Army Goblin Gang Royal Recruits
Goblin Gang Minion Horde Skeleton Army Royal Recruits
Minion Horde Royal Recruits Skeleton Army Goblin Gang Guards
Royal Recruits Skeleton Army
Goblin Gang Skeleton Army Spear Goblins Guards
Minion Horde Spear Goblins Goblin Gang
Royal Recruits
Minion Horde Goblin Gang Royal Recruits Skeleton Army
Goblin Gang Guards Skeleton Army Spear Goblins Minion Horde Royal Recruits
Goblin Gang Minion Horde Guards Skeleton Army Spear Goblins Royal Recruits
Minion Horde Spear Goblins Goblin Gang
Minion Horde Royal Recruits Skeleton Army Goblin Gang Guards
Skeleton Army Goblin Gang Minion Horde Royal Recruits Guards
Royal Recruits Skeleton Army Goblin Gang Minion Horde
Minion Horde Skeleton Army Goblin Gang Royal Recruits
Minion Horde Goblin Gang Royal Recruits Skeleton Army
Spear Goblins Goblin Gang Minion Horde Royal Recruits Guards Skeleton Army
Spear Goblins Royal Recruits Guards
Royal Recruits
Goblin Gang Royal Recruits Skeleton Army Spear Goblins Minion Horde Guards

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Guards Skeleton Army Spear Goblins
Goblin Gang
Goblin Gang Royal Recruits Guards Skeleton Army Spear Goblins Minion Horde
Goblin Gang Royal Recruits Guards Skeleton Army Minion Horde
Royal Recruits Goblin Gang Minion Horde Guards Skeleton Army
Goblin Gang Minion Horde
Goblin Gang Royal Recruits Guards Skeleton Army Spear Goblins Minion Horde
Minion Horde Royal Recruits Skeleton Army
Minion Horde Royal Recruits Spear Goblins Skeleton Army
Royal Recruits Goblin Gang Minion Horde Guards Skeleton Army
Minion Horde Royal Recruits Guards
Royal Recruits Skeleton Army Guards
Royal Recruits Skeleton Army Goblin Gang Minion Horde Guards
Royal Recruits Minion Horde Skeleton Army
Goblin Gang Royal Recruits Guards Skeleton Army Spear Goblins Minion Horde
Minion Horde Royal Recruits
Guards Skeleton Army

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.)

Minion Horde Royal Recruits Guards
Minion Horde
Royal Recruits Guards
Minion Horde
Spear Goblins Minion Horde
Minion Horde
Goblin Gang Minion Horde Guards
Minion Horde Royal Recruits
Minion Horde
Spear Goblins Minion Horde
Minion Horde Royal Recruits
Minion Horde
Minion Horde
Minion Horde Royal Recruits
Minion Horde
Minion Horde
Minion Horde Guards
Minion Horde
Minion Horde
Minion Horde
Minion Horde
Minion Horde Spear Goblins Goblin Gang Royal Recruits Guards Skeleton Army
Goblin Gang Minion Horde
Minion Horde Royal Recruits
Goblin Gang Minion Horde Royal Recruits Guards
Royal Recruits

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