My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Goblin Hut Goblin Giant Electro 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.

Goblin Demolisher Goblin Hut Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

Damage spells

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

Arrows Barbarian Barrel

Punishments

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

Goblin Gang Hog Rider 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 Hog Rider Barbarian Barrel Goblin Giant

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 Electro Wizard

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 Hog Rider Goblin Demolisher
Giant Snowball
Goblin Gang Hog Rider Goblin Hut
Zap
Goblin Gang Goblin Hut Goblin Giant
Barbarian Barrel
Goblin Gang Goblin Hut Electro Wizard
The Log
Goblin Gang Hog Rider Goblin Demolisher Goblin Hut
Earthquake
Goblin Gang Hog Rider Goblin Hut
Arrows
Goblin Gang Goblin Hut
Royal Delivery
Goblin Gang Hog Rider Goblin Demolisher Goblin Hut Electro Wizard
Fireball
Goblin Gang Hog Rider Goblin Hut Electro Wizard
Poison
Goblin Gang Goblin Hut Electro Wizard
Lightning
Goblin Hut Electro Wizard
Rocket
Hog Rider Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Goblin Demolisher Barbarian Barrel

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.

Arrows Goblin Demolisher

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 Electro 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.

Barbarian Barrel Arrows Goblin Gang Hog Rider Goblin Demolisher Electro Wizard Goblin Hut Goblin Giant

Shortest cycle

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

12 Barbarian Barrel Arrows Goblin Gang Hog Rider

Attack Synergies 2 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.

Arrows
Hog Rider Goblin Giant
Goblin Gang
Hog Rider Goblin Hut Goblin Giant
Hog Rider
Arrows Goblin Gang Goblin Hut Barbarian Barrel Electro Wizard
Goblin Demolisher
Goblin Hut
Goblin Gang Hog Rider Barbarian Barrel Goblin Giant
Barbarian Barrel
Hog Rider Goblin Hut Goblin Giant
Goblin Giant
Arrows Goblin Gang Goblin Hut Barbarian Barrel Electro Wizard
Electro Wizard
Hog Rider Goblin Giant

Defense Synergies 0 9

Arrows
Goblin Hut Barbarian Barrel
Goblin Gang
Goblin Hut Barbarian Barrel Electro Wizard
Hog Rider
Goblin Demolisher
Goblin Hut
Arrows Goblin Gang Barbarian Barrel Electro Wizard
Barbarian Barrel
Arrows Goblin Gang Goblin Hut Electro Wizard
Goblin Giant
Electro Wizard
Electro Wizard
Goblin Gang Goblin Hut Barbarian Barrel Goblin Giant

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.

Goblin Hut Barbarian Barrel Goblin Giant Electro Wizard
Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Goblin Hut Electro Wizard
Goblin Hut Goblin Gang Electro Wizard
Arrows Barbarian Barrel
Arrows Goblin Gang Barbarian Barrel Electro Wizard
Electro Wizard Arrows Goblin Gang Goblin Hut
Arrows Barbarian Barrel Goblin Giant Electro Wizard
Goblin Gang Goblin Hut
Goblin Gang Barbarian Barrel Electro Wizard
Goblin Gang Electro Wizard Arrows Goblin Hut Barbarian Barrel Goblin Giant
Arrows Goblin Gang Goblin Hut Electro Wizard
Goblin Hut Goblin Gang Electro Wizard
Arrows Goblin Gang Goblin Hut Barbarian Barrel Electro Wizard
Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Goblin Hut Electro Wizard
Arrows Goblin Gang Goblin Hut Electro Wizard
Arrows Goblin Gang Goblin Hut Barbarian Barrel Electro Wizard
Arrows Barbarian Barrel Goblin Hut Electro Wizard
Goblin Hut Electro Wizard
Goblin Gang Arrows Barbarian Barrel Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Goblin Hut Barbarian Barrel Electro Wizard
Electro Wizard Arrows Goblin Gang Barbarian Barrel
Goblin Gang Goblin Hut Goblin Giant Electro Wizard
Goblin Gang Barbarian Barrel Goblin Giant Electro Wizard
Goblin Gang Goblin Hut Goblin Giant
Arrows Goblin Gang Goblin Hut Goblin Giant Electro Wizard
Goblin Gang Goblin Hut Goblin Giant Electro Wizard
Goblin Giant
Electro Wizard Goblin Hut Barbarian Barrel
Goblin Gang Goblin Hut Goblin Giant
Goblin Hut
Arrows Goblin Giant Electro Wizard
Goblin Gang Goblin Giant
Goblin Gang Goblin Hut Electro Wizard Barbarian Barrel Goblin Giant
Arrows Goblin Hut Barbarian Barrel Electro Wizard

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.)

Arrows Barbarian Barrel
Arrows Barbarian Barrel Electro Wizard
Arrows Goblin Hut Barbarian Barrel Goblin Giant
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Goblin Giant
Arrows
Arrows Barbarian Barrel
Arrows
Goblin Gang Electro Wizard
Arrows Barbarian Barrel Electro Wizard
Arrows
Goblin Hut Barbarian Barrel
Arrows Barbarian Barrel
Arrows Goblin Hut Barbarian Barrel
Arrows Goblin Hut Barbarian Barrel
Arrows Goblin Hut Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel Electro Wizard
Arrows Barbarian Barrel
Arrows
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel Electro Wizard
Arrows
Arrows Barbarian Barrel
Arrows Electro Wizard
Electro Wizard Goblin Hut
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Goblin Gang Goblin Hut Barbarian Barrel
Arrows Electro Wizard
Arrows Barbarian Barrel
Goblin Gang Electro Wizard
Arrows
Arrows
Goblin Gang Electro Wizard
Electro Wizard
Barbarian Barrel Goblin Giant Electro Wizard

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