My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Hunter Goblin Giant

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 Hut Hunter Goblin Giant Goblinstein

Offensive cards

Win conditions

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

Goblin Giant Graveyard

Damage spells

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

Fireball Void

Punishments

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

Goblin Giant Graveyard

Pump responses

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

Fireball Void Graveyard

Dropped at the bridge

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

Barbarians 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.

Graveyard

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
Graveyard
Giant Snowball
Barbarians Goblin Hut Graveyard
Zap
Goblin Hut Goblin Giant Graveyard
Barbarian Barrel
Barbarians Goblin Hut Hunter Graveyard
The Log
Barbarians Goblin Hut Hunter Graveyard
Earthquake
Barbarians Goblin Hut Graveyard
Arrows
Goblin Hut Graveyard
Royal Delivery
Barbarians Goblin Hut Hunter Graveyard
Fireball
Barbarians Goblin Hut Hunter
Poison
Barbarians Goblin Hut Hunter Graveyard
Lightning
Goblin Hut Hunter Goblinstein
Rocket
Barbarians Goblin Hut Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter

Ladder info

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 Graveyard

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Void Fireball Hunter Barbarians Goblin Hut Graveyard Goblinstein Goblin Giant

Shortest cycle

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

16 Void Fireball Hunter Barbarians

Attack Synergies 2 5

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.

Barbarians
Fireball
Goblin Giant Graveyard
Goblin Hut
Goblin Giant Graveyard
Void
Goblin Giant
Hunter
Goblin Giant
Goblin Giant
Fireball Goblin Hut Void Hunter Graveyard
Graveyard
Fireball Goblin Hut Goblin Giant
Goblinstein

Defense Synergies 1 2

Barbarians
Fireball
Goblin Giant Goblin Hut
Goblin Hut
Fireball Hunter
Void
Hunter
Goblin Hut
Goblin Giant
Fireball
Graveyard
Goblinstein

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 Goblin Hut Void Goblin Giant
Barbarians Hunter Goblin Hut
Barbarians Goblin Hut Hunter Void
Barbarians Goblin Hut Hunter
Barbarians Fireball
Fireball Hunter
Hunter Fireball Goblin Hut Void
Barbarians Fireball Void Goblin Giant
Barbarians Hunter Goblin Hut
Barbarians Hunter
Barbarians Fireball Goblin Hut Hunter Goblin Giant
Hunter Fireball Goblin Hut
Barbarians Goblin Hut Hunter Fireball
Fireball Barbarians Goblin Hut Hunter
Barbarians Goblin Hut Hunter
Barbarians Fireball Goblin Hut Hunter
Barbarians Fireball Goblin Hut Hunter
Fireball Barbarians Goblin Hut Hunter
Hunter Barbarians Fireball Goblin Hut
Barbarians Goblin Hut Hunter
Barbarians Fireball Hunter Goblin Giant
Hunter

Counters to secondary win conditions

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

Barbarians Fireball Goblin Hut Void
Fireball Void Hunter
Barbarians Goblin Hut Hunter Goblin Giant
Hunter Barbarians Fireball Goblin Giant
Barbarians Goblin Hut Hunter Goblin Giant
Fireball Goblin Hut Hunter Goblin Giant
Barbarians Fireball Goblin Hut Void Hunter Goblin Giant
Barbarians Hunter Goblin Giant
Void Barbarians Fireball Goblin Hut
Barbarians Goblin Hut Goblin Giant
Barbarians Goblin Hut Hunter
Barbarians Fireball Void Goblin Giant
Barbarians Fireball Hunter Goblin Giant
Barbarians Fireball
Barbarians Goblin Hut Fireball Hunter Goblin Giant
Barbarians Fireball Goblin Hut Hunter
Fireball Goblin Hut Void

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 Void
Fireball Void
Fireball Goblin Hut Void Goblin Giant
Barbarians Fireball Void
Fireball
Fireball Hunter Goblin Giant
Fireball Hunter
Fireball Void
Fireball Void
Void Fireball
Fireball Void
Fireball Goblin Hut Void Hunter
Fireball Void
Fireball Goblin Hut
Fireball Goblin Hut Hunter
Fireball Goblin Hut
Fireball
Void Fireball Hunter
Fireball Void
Fireball Void
Fireball Void
Void
Barbarians Fireball Void
Fireball Hunter
Fireball Void Hunter
Fireball Void
Fireball Void
Fireball Void Hunter
Fireball Goblin Hut Void
Fireball Void
Void Fireball Hunter
Void Fireball
Fireball
Barbarians Fireball Goblin Hut Void
Fireball Hunter
Fireball
Fireball Void Hunter
Fireball
Void Fireball
Fireball
Fireball Void
Void Fireball Goblin Giant
Fireball Void
Void

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