My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Archers Goblin Gang Ram Rider

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.

Archers Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram Rider

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Hog Rider Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Goblin Gang Hog Rider Ram Rider

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 Ram Rider

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
Archers Goblin Gang Hog Rider Skeleton Army Ram Rider
Giant Snowball
Goblins Archers Goblin Gang Hog Rider Skeleton Army Ram Rider
Zap
Goblins Archers Goblin Gang Skeleton Army Ram Rider
Barbarian Barrel
Goblins Archers Goblin Gang Skeleton Army
The Log
Goblins Archers Goblin Gang Hog Rider Skeleton Army Ram Rider
Earthquake
Archers Goblin Gang Hog Rider Skeleton Army
Arrows
Goblins Archers Goblin Gang Skeleton Army
Royal Delivery
Goblins Archers Goblin Gang Hog Rider Skeleton Army Ram Rider
Fireball
Archers Goblin Gang Hog Rider Skeleton Army Ram Rider
Poison
Archers Goblin Gang Skeleton Army
Lightning
Ram Rider
Rocket
Hog Rider Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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.

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.

Fireball 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.

Goblins Goblin Gang Fireball

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.

Goblins The Log Archers Goblin Gang Skeleton Army Fireball Hog Rider Ram Rider

Shortest cycle

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

10 Goblins The Log Archers Goblin Gang

Attack Synergies 4 6

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.

Goblins
Hog Rider Archers
Archers
Goblins Hog Rider Ram Rider
Goblin Gang
Hog Rider
Fireball
Hog Rider The Log Ram Rider
Hog Rider
Goblins Goblin Gang Fireball The Log Archers
Skeleton Army
The Log
Hog Rider Fireball Ram Rider
Ram Rider
Archers Fireball The Log

Defense Synergies 1 10

Goblins
Archers The Log
Archers
Goblins Goblin Gang Skeleton Army The Log
Goblin Gang
Archers Skeleton Army The Log
Fireball
The Log Ram Rider
Hog Rider
Skeleton Army
Archers Goblin Gang The Log
The Log
Fireball Goblins Archers Goblin Gang Skeleton Army Ram Rider
Ram Rider
Fireball The Log

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.

Fireball The Log Ram Rider
Skeleton Army Goblins Goblin Gang The Log Ram Rider
Goblin Gang Skeleton Army Ram Rider Goblins Archers
Skeleton Army Goblins Goblin Gang Ram Rider
Fireball Skeleton Army The Log
Goblin Gang Fireball Skeleton Army The Log Goblins Archers
Ram Rider Archers Goblin Gang Fireball
Fireball The Log Ram Rider
Goblins Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Goblins Archers
Goblins Archers Goblin Gang Skeleton Army Fireball The Log Ram Rider
Archers Goblin Gang Fireball Ram Rider
Skeleton Army Goblin Gang Fireball The Log Ram Rider
Fireball Skeleton Army Goblins Goblin Gang The Log
Skeleton Army Goblin Gang Ram Rider
Skeleton Army Goblin Gang Fireball The Log Ram Rider
Goblins Goblin Gang Fireball Skeleton Army
Fireball Goblins Archers Goblin Gang Skeleton Army The Log Ram Rider
The Log Archers Fireball Ram Rider
Ram Rider
Goblin Gang Skeleton Army Goblins Archers Fireball The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Goblins Archers Fireball
Fireball Archers Goblin Gang The Log
Goblin Gang Skeleton Army Goblins The Log Ram Rider
Goblin Gang Skeleton Army Fireball The Log Ram Rider
Goblin Gang Skeleton Army Ram Rider
Fireball Archers Goblin Gang Ram Rider
Goblin Gang Skeleton Army Goblins Archers Fireball Ram Rider
Skeleton Army
Goblins Fireball Skeleton Army The Log
Goblin Gang Skeleton Army
Skeleton Army Fireball The Log
Skeleton Army Goblin Gang Fireball Ram Rider
Archers Fireball Skeleton Army
Goblin Gang Skeleton Army Goblins Archers Fireball The Log
Archers Fireball The Log
Fireball

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.)

Fireball The Log
Fireball The Log Ram Rider
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Ram Rider
Archers The Log
Fireball The Log Ram Rider
Fireball The Log Ram Rider
Goblins Goblin Gang Fireball
Fireball The Log Ram Rider
Fireball Archers
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Archers Fireball The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Ram Rider
Fireball The Log Ram Rider
Fireball The Log
Archers Fireball
Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Archers Goblin Gang Fireball Skeleton Army
Fireball Archers Ram Rider
The Log Fireball
Fireball Goblin Gang
The Log Fireball
Fireball
Goblin Gang Fireball The Log
Fireball
Fireball The Log
Fireball

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