My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Tesla

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Tesla Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

Damage spells

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

Arrows

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 Hogs

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 Hog Rider Royal Hogs

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 Hogs

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 Royal Hogs Guards
Giant Snowball
Cannon Goblin Gang Hog Rider Royal Hogs Guards
Zap
Cannon Goblin Gang Royal Hogs Guards
Barbarian Barrel
Cannon Goblin Gang Tesla Bomb Tower Royal Hogs Guards
The Log
Cannon Goblin Gang Hog Rider Royal Hogs Guards
Earthquake
Cannon Goblin Gang Tesla Bomb Tower Hog Rider Royal Hogs Guards
Arrows
Goblin Gang Royal Hogs Guards
Royal Delivery
Goblin Gang Hog Rider Royal Hogs Guards
Fireball
Cannon Goblin Gang Tesla Bomb Tower Hog Rider Royal Hogs
Poison
Cannon Goblin Gang Bomb Tower Royal Hogs Guards
Lightning
Cannon Tesla Bomb Tower
Rocket
Bomb Tower Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Cannon Goblin Gang Guards Tesla Bomb Tower Hog Rider Royal Hogs

Shortest cycle

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

12 Arrows Cannon Goblin Gang Guards

Attack Synergies 3 3

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
Hog Rider Royal Hogs
Cannon
Goblin Gang
Hog Rider Royal Hogs
Tesla
Bomb Tower
Hog Rider
Arrows Goblin Gang Guards
Royal Hogs
Arrows Goblin Gang Guards
Guards
Hog Rider Royal Hogs

Defense Synergies 1 8

Arrows
Cannon Tesla Bomb Tower
Cannon
Arrows Goblin Gang Guards
Goblin Gang
Tesla Cannon Bomb Tower Guards
Tesla
Goblin Gang Arrows Guards
Bomb Tower
Arrows Goblin Gang
Hog Rider
Royal Hogs
Guards
Cannon Goblin Gang Tesla

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.

Cannon Tesla
Bomb Tower Cannon Goblin Gang Tesla
Cannon Goblin Gang Tesla Bomb Tower
Cannon Tesla Bomb Tower Goblin Gang Guards
Arrows Bomb Tower
Arrows Goblin Gang Cannon Tesla Bomb Tower Guards
Tesla Arrows Cannon Goblin Gang Bomb Tower
Arrows Cannon Tesla Bomb Tower
Cannon Tesla Goblin Gang Bomb Tower
Goblin Gang Guards Cannon Tesla
Goblin Gang Guards Arrows Cannon Tesla Bomb Tower
Arrows Tesla Goblin Gang
Cannon Tesla Bomb Tower Goblin Gang Guards
Bomb Tower Arrows Cannon Goblin Gang Tesla Guards
Cannon Goblin Gang Tesla Bomb Tower
Bomb Tower Cannon Goblin Gang Tesla
Tesla Bomb Tower Arrows Cannon Goblin Gang
Arrows Cannon Tesla Bomb Tower Goblin Gang Guards
Arrows Bomb Tower Cannon Tesla Guards
Cannon Tesla Bomb Tower
Goblin Gang Arrows Cannon Tesla Bomb Tower Guards
Cannon Tesla Bomb Tower Guards

Counters to secondary win conditions

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

Goblin Gang Guards Tesla
Arrows Goblin Gang Tesla Bomb Tower
Goblin Gang Guards Bomb Tower
Goblin Gang Guards Tesla
Cannon Goblin Gang Tesla Guards
Arrows Goblin Gang Tesla Bomb Tower
Goblin Gang Guards Tesla Bomb Tower
Tesla Bomb Tower
Bomb Tower
Cannon Goblin Gang Tesla Guards
Tesla Bomb Tower Guards
Arrows Guards
Cannon Goblin Gang Tesla Bomb Tower Guards
Cannon Tesla Bomb Tower
Goblin Gang Tesla Guards Bomb Tower
Arrows Cannon Tesla Bomb Tower
Arrows Cannon Bomb Tower

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 Guards
Arrows
Arrows
Arrows Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Goblin Gang Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Guards
Arrows
Arrows
Arrows
Goblin Gang Guards
Arrows
Arrows
Goblin Gang
Arrows
Arrows
Goblin Gang Guards

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: