My Best Clash Royale Deck

Deck Check Rating

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

3 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 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.

Archers Goblin Gang Flying Machine Goblin Hut Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Archers Suspicious Bush Flying Machine Giant Goblin Hut Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

The Log

Punishments

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

Goblin Gang 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 Flying Machine 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
Archers Goblin Gang Giant
Giant Snowball
Archers Goblin Gang Flying Machine Goblin Hut
Zap
Archers Goblin Gang Flying Machine Goblin Hut
Barbarian Barrel
Archers Goblin Gang Goblin Hut Wizard
The Log
Archers Goblin Gang Suspicious Bush Goblin Hut
Earthquake
Archers Goblin Gang Goblin Hut
Arrows
Archers Goblin Gang Suspicious Bush Flying Machine Goblin Hut
Royal Delivery
Archers Goblin Gang Flying Machine Goblin Hut Wizard
Fireball
Archers Goblin Gang Suspicious Bush Flying Machine Goblin Hut Wizard
Poison
Archers Goblin Gang Suspicious Bush Flying Machine Goblin Hut Wizard
Lightning
Goblin Hut Wizard
Rocket
Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

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.

Suspicious Bush

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush The Log Archers Goblin Gang Flying Machine Giant Goblin Hut Wizard

Shortest cycle

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

10 Suspicious Bush The Log Archers Goblin Gang

Attack Synergies 0 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.

Archers
Giant Goblin Hut
Goblin Gang
Giant Goblin Hut
Suspicious Bush
Flying Machine
Giant Goblin Hut
Giant
Archers Goblin Gang Flying Machine Goblin Hut Wizard The Log
Goblin Hut
Archers Goblin Gang Flying Machine Giant The Log
Wizard
Giant
The Log
Giant Goblin Hut

Defense Synergies 0 10

Archers
Goblin Gang Goblin Hut The Log
Goblin Gang
Archers Flying Machine Goblin Hut The Log
Suspicious Bush
Flying Machine
Goblin Gang Goblin Hut The Log
Giant
Goblin Hut
Archers Goblin Gang Flying Machine Wizard
Wizard
Goblin Hut The Log
The Log
Archers Goblin Gang Flying Machine 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.

Flying Machine Goblin Hut Wizard The Log
Goblin Gang Flying Machine Goblin Hut The Log
Goblin Gang Goblin Hut Archers
Goblin Hut Goblin Gang
The Log
Goblin Gang The Log Archers Flying Machine
Archers Goblin Gang Flying Machine Goblin Hut Wizard
Flying Machine The Log
Goblin Gang Goblin Hut
Goblin Gang Archers
Archers Goblin Gang Flying Machine Goblin Hut Wizard The Log
Archers Goblin Gang Flying Machine Goblin Hut Wizard
Goblin Hut Goblin Gang Flying Machine Wizard The Log
Wizard Goblin Gang Goblin Hut The Log
Goblin Gang Goblin Hut
Goblin Gang Goblin Hut The Log
Wizard Goblin Gang Goblin Hut
Archers Goblin Gang Flying Machine Goblin Hut Wizard The Log
Wizard The Log Archers Flying Machine Goblin Hut
Goblin Hut
Goblin Gang Wizard Archers Flying Machine The Log

Counters to secondary win conditions

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

Goblin Gang Archers Goblin Hut
Archers Goblin Gang Flying Machine Wizard The Log
Goblin Gang Goblin Hut The Log
Goblin Gang The Log
Goblin Gang Goblin Hut
Wizard Archers Goblin Gang Flying Machine Goblin Hut
Goblin Gang Archers Flying Machine Goblin Hut
Flying Machine Goblin Hut The Log
Goblin Gang Goblin Hut
Flying Machine Goblin Hut
The Log
Goblin Gang Wizard
Wizard Archers Flying Machine
Goblin Gang Goblin Hut Archers Flying Machine The Log
Archers Flying Machine Goblin Hut Wizard The Log
Goblin 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.)

Flying Machine The Log
Flying Machine The Log
Flying Machine Goblin Hut The Log
Flying Machine The Log
Wizard The Log
Wizard Flying Machine
Archers Flying Machine Wizard The Log
The Log Flying Machine Wizard
The Log Flying Machine Wizard
Goblin Gang
Flying Machine Wizard The Log
Archers Flying Machine Wizard
Flying Machine Goblin Hut The Log
Flying Machine
Flying Machine Goblin Hut The Log
Flying Machine Goblin Hut Wizard The Log
Flying Machine Goblin Hut Wizard The Log
Archers Flying Machine Wizard The Log
Flying Machine Wizard The Log
The Log
Wizard
The Log
Flying Machine The Log
The Log Wizard
The Log Flying Machine Wizard
Flying Machine Wizard The Log
The Log
Archers Flying Machine Wizard
Flying Machine Goblin Hut Wizard
Wizard The Log
Wizard The Log
Archers Goblin Gang Flying Machine Goblin Hut
Archers Flying Machine Wizard
The Log
Goblin Gang Flying Machine Wizard
The Log Flying Machine Wizard
Flying Machine
Goblin Gang Flying Machine The Log
Flying Machine
Flying Machine The Log
Wizard

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