My Best Clash Royale Deck

Deck Check Rating

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

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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter Goblin Giant Ram Rider

Defensive buildings

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

X-Bow

Investments

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

Skeleton Barrel Elixir Golem Hunter Goblin Giant X-Bow Ram Rider

Offensive cards

Win conditions

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

Skeleton Barrel Elixir Golem Goblin Giant X-Bow Miner Ram Rider

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.

Skeleton Barrel Elixir Golem Goblin Giant X-Bow Miner Ram Rider

Pump responses

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

Miner

Dropped at the bridge

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

Skeleton Barrel Elixir Golem Goblin Giant X-Bow 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.

Skeleton Barrel Miner Ram Rider Goblin Machine

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
Skeleton Barrel Elixir Golem Miner Ram Rider
Giant Snowball
Skeleton Barrel Miner Ram Rider
Zap
Skeleton Barrel Goblin Giant X-Bow Ram Rider
Barbarian Barrel
Skeleton Barrel Elixir Golem Hunter X-Bow
The Log
Skeleton Barrel Elixir Golem Hunter X-Bow Ram Rider
Earthquake
Elixir Golem X-Bow
Arrows
Skeleton Barrel
Royal Delivery
Skeleton Barrel Elixir Golem Hunter Miner Ram Rider
Fireball
Skeleton Barrel Elixir Golem Hunter X-Bow Ram Rider
Poison
Skeleton Barrel Elixir Golem Hunter X-Bow
Lightning
Hunter X-Bow Ram Rider
Rocket
Hunter X-Bow Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Hunter Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Goblin Machine

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.

Skeleton Barrel Elixir Golem Miner Goblin Machine

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Barrel Elixir Golem Miner Hunter Ram Rider Goblin Machine Goblin Giant X-Bow

Shortest cycle

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

13 Skeleton Barrel Elixir Golem Miner Hunter

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.

Skeleton Barrel
Miner Elixir Golem Goblin Giant X-Bow Ram Rider
Elixir Golem
Skeleton Barrel Hunter
Hunter
Elixir Golem Goblin Giant X-Bow Ram Rider
Goblin Giant
Skeleton Barrel Hunter Goblin Machine
X-Bow
Skeleton Barrel Hunter
Miner
Skeleton Barrel
Ram Rider
Skeleton Barrel Hunter Goblin Machine
Goblin Machine
Goblin Giant Ram Rider

Defense Synergies 0 1

Skeleton Barrel
Elixir Golem
Hunter
Ram Rider
Goblin Giant
X-Bow
Miner
Ram Rider
Hunter
Goblin Machine

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.

Skeleton Barrel Goblin Giant X-Bow Ram Rider
Hunter X-Bow Ram Rider
Hunter Ram Rider
Hunter Ram Rider
X-Bow
Hunter X-Bow
Hunter Ram Rider X-Bow
Skeleton Barrel Goblin Giant X-Bow Ram Rider
Hunter X-Bow
Hunter Miner
Hunter Goblin Giant X-Bow Ram Rider
Hunter Ram Rider
Hunter X-Bow Ram Rider
Hunter X-Bow
Hunter X-Bow Ram Rider
Hunter X-Bow Ram Rider
Hunter X-Bow
Hunter X-Bow Ram Rider
Hunter Ram Rider
Hunter Ram Rider
Hunter Goblin Giant

Counters to secondary win conditions

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

X-Bow
Skeleton Barrel Hunter X-Bow Miner
Hunter Goblin Giant Ram Rider
Hunter Goblin Giant X-Bow Ram Rider
Hunter Goblin Giant Ram Rider
Skeleton Barrel Hunter Goblin Giant Ram Rider
Hunter Goblin Giant Ram Rider
Hunter Goblin Giant
X-Bow
Goblin Giant
Hunter
Goblin Giant
Hunter Goblin Giant Ram Rider
Hunter Goblin Giant X-Bow
Hunter

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.)

Skeleton Barrel X-Bow
Skeleton Barrel X-Bow Miner Ram Rider
Skeleton Barrel Goblin Giant X-Bow Miner
Skeleton Barrel
Skeleton Barrel Hunter Goblin Giant Ram Rider Goblin Machine
X-Bow Skeleton Barrel Hunter Ram Rider
Miner Skeleton Barrel X-Bow Ram Rider
X-Bow
Miner Skeleton Barrel X-Bow Ram Rider Goblin Machine
Skeleton Barrel Hunter Miner
Skeleton Barrel X-Bow
Skeleton Barrel X-Bow
X-Bow Skeleton Barrel Hunter
Skeleton Barrel X-Bow
Skeleton Barrel Hunter X-Bow Goblin Machine
Skeleton Barrel X-Bow Miner Goblin Machine
X-Bow
X-Bow
Skeleton Barrel X-Bow
Hunter Goblin Machine
X-Bow Miner Skeleton Barrel Hunter Ram Rider
Skeleton Barrel X-Bow Miner Ram Rider
Miner Skeleton Barrel X-Bow
Hunter X-Bow
Skeleton Barrel
Hunter X-Bow Miner
Skeleton Barrel X-Bow
Hunter Ram Rider
Miner Hunter
Skeleton Barrel
Skeleton Barrel Goblin Giant X-Bow Miner

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