My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!
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 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 Furnace Goblin Hut Goblin Giant Little Prince

Defensive buildings

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

Furnace Goblin Hut Barbarian Hut

Investments

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

Elixir Golem Furnace Goblin Hut Barbarian Hut Goblin Giant Little Prince

Offensive cards

Win conditions

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

Elixir Golem Goblin Giant

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 Elixir Golem Goblin Giant

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 Elixir Golem Goblin Giant

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 Elixir Golem Skeleton Army
Giant Snowball
Goblin Gang Furnace Goblin Hut Skeleton Army Little Prince
Zap
Goblin Gang Furnace Goblin Hut Skeleton Army Goblin Giant Little Prince
Barbarian Barrel
Goblin Gang Elixir Golem Furnace Goblin Hut Barbarian Hut Skeleton Army Little Prince
The Log
Goblin Gang Elixir Golem Furnace Goblin Hut Barbarian Hut Skeleton Army Little Prince
Earthquake
Goblin Gang Elixir Golem Furnace Goblin Hut Barbarian Hut Skeleton Army
Arrows
Goblin Gang Furnace Goblin Hut Skeleton Army Little Prince
Royal Delivery
Goblin Gang Elixir Golem Goblin Hut Skeleton Army Little Prince
Fireball
Goblin Gang Elixir Golem Furnace Goblin Hut Barbarian Hut Skeleton Army Little Prince
Poison
Goblin Gang Elixir Golem Furnace Goblin Hut Barbarian Hut Skeleton Army Little Prince
Lightning
Furnace Goblin Hut Barbarian Hut Little Prince
Rocket
Furnace Goblin Hut Barbarian Hut Little Prince

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Furnace

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.

Elixir Golem Skeleton Army

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 Furnace

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.

Goblin Gang Elixir Golem Skeleton Army Little Prince Furnace Goblin Hut Barbarian Hut Goblin Giant

Shortest cycle

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

12 Goblin Gang Elixir Golem Skeleton Army Little Prince

Attack Synergies 0 13

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
Elixir Golem Goblin Hut Barbarian Hut Goblin Giant
Elixir Golem
Goblin Gang Furnace Goblin Hut Barbarian Hut
Furnace
Elixir Golem Goblin Hut Barbarian Hut Goblin Giant
Goblin Hut
Goblin Gang Elixir Golem Furnace Barbarian Hut Goblin Giant
Barbarian Hut
Goblin Gang Elixir Golem Furnace Goblin Hut
Skeleton Army
Goblin Giant
Goblin Gang Furnace Goblin Hut Little Prince
Little Prince
Goblin Giant

Defense Synergies 0 10

Goblin Gang
Furnace Goblin Hut Barbarian Hut Skeleton Army
Elixir Golem
Furnace
Goblin Gang Goblin Hut Barbarian Hut Skeleton Army
Goblin Hut
Goblin Gang Furnace Barbarian Hut Skeleton Army
Barbarian Hut
Goblin Gang Furnace Goblin Hut Skeleton Army
Skeleton Army
Goblin Gang Furnace Goblin Hut Barbarian Hut
Goblin Giant
Little Prince

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.

Barbarian Hut Goblin Hut Goblin Giant
Barbarian Hut Skeleton Army Goblin Gang Furnace Goblin Hut
Goblin Gang Furnace Goblin Hut Barbarian Hut Skeleton Army
Goblin Hut Barbarian Hut Skeleton Army Goblin Gang Furnace
Skeleton Army
Goblin Gang Skeleton Army Furnace
Furnace Goblin Gang Goblin Hut Barbarian Hut Little Prince
Barbarian Hut Goblin Giant
Barbarian Hut Goblin Gang Furnace Goblin Hut Skeleton Army
Goblin Gang Skeleton Army Little Prince
Goblin Gang Skeleton Army Furnace Goblin Hut Goblin Giant
Goblin Gang Furnace Goblin Hut Barbarian Hut
Furnace Goblin Hut Barbarian Hut Skeleton Army Goblin Gang
Barbarian Hut Skeleton Army Goblin Gang Furnace Goblin Hut
Barbarian Hut Skeleton Army Goblin Gang Furnace Goblin Hut
Barbarian Hut Skeleton Army Goblin Gang Furnace Goblin Hut
Barbarian Hut Goblin Gang Furnace Goblin Hut Skeleton Army
Goblin Gang Furnace Goblin Hut Barbarian Hut Skeleton Army Little Prince
Furnace Goblin Hut Barbarian Hut Little Prince
Barbarian Hut Goblin Hut
Goblin Gang Skeleton Army Furnace Goblin Giant Little Prince

Counters to secondary win conditions

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

Goblin Gang Barbarian Hut Skeleton Army Furnace Goblin Hut
Goblin Gang
Goblin Gang Skeleton Army Furnace Goblin Hut Barbarian Hut Goblin Giant
Goblin Gang Skeleton Army Barbarian Hut Goblin Giant
Barbarian Hut Goblin Gang Goblin Hut Skeleton Army Goblin Giant
Furnace Goblin Gang Goblin Hut Goblin Giant
Goblin Gang Skeleton Army Furnace Goblin Hut Barbarian Hut Goblin Giant
Barbarian Hut Skeleton Army Goblin Giant
Goblin Hut Barbarian Hut Skeleton Army
Goblin Gang Goblin Hut Barbarian Hut Skeleton Army Goblin Giant
Goblin Hut
Skeleton Army Goblin Giant
Skeleton Army Goblin Gang Barbarian Hut Goblin Giant
Furnace Barbarian Hut Skeleton Army
Goblin Gang Goblin Hut Skeleton Army Furnace Barbarian Hut Goblin Giant Little Prince
Goblin Hut Barbarian Hut
Furnace Goblin Hut Barbarian Hut

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.)

Barbarian Hut
Goblin Hut Barbarian Hut Goblin Giant
Barbarian Hut
Furnace
Furnace Goblin Giant
Furnace
Barbarian Hut
Goblin Gang
Goblin Hut Barbarian Hut
Furnace Goblin Hut Barbarian Hut
Furnace Goblin Hut Barbarian Hut
Furnace Goblin Hut Barbarian Hut
Little Prince
Barbarian Hut
Furnace Little Prince
Furnace Little Prince
Goblin Hut
Goblin Gang Goblin Hut Barbarian Hut Skeleton Army
Goblin Gang
Goblin Gang
Goblin Giant Little Prince

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