My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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 Mega Minion Wizard

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.

Bomber Mega Minion Wizard Giant Skeleton

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

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 Barbarians Giant Skeleton

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

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
Bomber Goblin Gang Clone Giant Skeleton
Giant Snowball
Bomber Goblin Gang Barbarians Mega Minion Clone
Zap
Bomber Goblin Gang Clone
Barbarian Barrel
Bomber Goblin Gang Barbarians Wizard Clone Giant Skeleton
The Log
Bomber Goblin Gang Barbarians Clone Giant Skeleton
Earthquake
Bomber Goblin Gang Barbarians Clone
Arrows
Bomber Goblin Gang Clone
Royal Delivery
Bomber Goblin Gang Barbarians Mega Minion Wizard Clone Giant Skeleton
Fireball
Bomber Goblin Gang Barbarians Mega Minion Wizard Clone
Poison
Bomber Goblin Gang Barbarians Mega Minion Wizard Clone
Lightning
Mega Minion Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard

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.

Mega Minion Clone Giant Skeleton

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 Barbarians Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Goblin Gang Mega Minion Clone Barbarians Wizard Giant Skeleton

Shortest cycle

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

8 Mirror Bomber Goblin Gang Mega Minion

Attack Synergies 1 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.

Bomber
Giant Skeleton
Goblin Gang
Mirror Clone Giant Skeleton
Barbarians
Mega Minion
Giant Skeleton
Wizard
Giant Skeleton
Mirror
Goblin Gang Giant Skeleton
Clone
Giant Skeleton Goblin Gang
Giant Skeleton
Clone Bomber Goblin Gang Mega Minion Wizard Mirror

Defense Synergies 0 6

Bomber
Goblin Gang
Barbarians Mirror Giant Skeleton
Barbarians
Goblin Gang
Mega Minion
Wizard Giant Skeleton
Wizard
Mega Minion Giant Skeleton
Mirror
Goblin Gang
Clone
Giant Skeleton
Goblin Gang Mega Minion Wizard

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.

Bomber Mega Minion Wizard
Barbarians Goblin Gang Mega Minion
Goblin Gang Barbarians Bomber Mega Minion Giant Skeleton
Barbarians Goblin Gang Mega Minion
Bomber Barbarians Giant Skeleton
Goblin Gang Bomber Mega Minion
Mega Minion Goblin Gang Wizard
Barbarians Giant Skeleton
Barbarians Goblin Gang
Goblin Gang Bomber Barbarians Giant Skeleton
Goblin Gang Barbarians Bomber Mega Minion Wizard Giant Skeleton
Mega Minion Goblin Gang Wizard
Barbarians Bomber Goblin Gang Wizard Giant Skeleton
Bomber Wizard Goblin Gang Barbarians Mega Minion
Barbarians Goblin Gang
Barbarians Goblin Gang
Barbarians Wizard Bomber Goblin Gang
Bomber Goblin Gang Barbarians Mega Minion Wizard
Wizard Bomber Barbarians Mega Minion Giant Skeleton
Barbarians
Bomber Goblin Gang Wizard Barbarians Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Barbarians Giant Skeleton
Bomber Goblin Gang Mega Minion Wizard
Goblin Gang Barbarians Giant Skeleton
Goblin Gang Giant Skeleton Barbarians
Barbarians Giant Skeleton Goblin Gang
Wizard Goblin Gang
Goblin Gang Barbarians Mega Minion Giant Skeleton
Giant Skeleton Barbarians
Giant Skeleton Barbarians Mega Minion
Goblin Gang Barbarians Mega Minion
Barbarians Mega Minion Giant Skeleton
Barbarians Giant Skeleton
Barbarians Giant Skeleton Goblin Gang Wizard
Wizard Bomber Barbarians
Goblin Gang Barbarians Bomber Mega Minion Giant Skeleton
Bomber Barbarians Mega Minion Wizard Giant Skeleton
Bomber

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
Barbarians Giant Skeleton
Bomber Wizard
Wizard Mega Minion
Bomber Wizard
Wizard
Wizard
Goblin Gang
Wizard
Wizard
Bomber Wizard
Wizard
Bomber
Bomber Mega Minion Wizard
Bomber Wizard
Giant Skeleton
Wizard
Barbarians
Bomber Wizard
Mega Minion
Wizard
Wizard
Wizard
Mega Minion Wizard
Mega Minion
Bomber Wizard
Giant Skeleton
Wizard
Goblin Gang Barbarians
Mega Minion Wizard
Goblin Gang Mega Minion Wizard
Bomber Wizard
Giant Skeleton
Mega Minion
Goblin Gang Giant Skeleton
Giant Skeleton
Wizard

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