My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Goblin Gang Dart Goblin

Defensive buildings

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

Goblin Drill

Investments

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

Mega Knight

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Goblin Drill

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.

Goblin Gang Royal Hogs Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel Goblin Drill

Dropped at the bridge

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

Goblin Gang Barbarians Dart Goblin Royal Hogs Mega Knight

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.

Royal Hogs Goblin Barrel Goblin Drill

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 Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Giant Snowball
Goblin Gang Barbarians Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Zap
Goblin Gang Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Barbarian Barrel
Goblin Gang Barbarians Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
The Log
Goblin Gang Barbarians Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Earthquake
Goblin Gang Barbarians Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Arrows
Goblin Gang Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Royal Delivery
Goblin Gang Barbarians Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Fireball
Goblin Gang Barbarians Dart Goblin Royal Hogs Goblin Barrel Skeleton Army Goblin Drill
Poison
Goblin Gang Barbarians Dart Goblin Royal Hogs Skeleton Army Goblin Drill
Lightning
Rocket
Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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 Goblin Drill Mega Knight

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.

Goblin Barrel 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.

Goblin Gang Barbarians Dart Goblin Goblin Barrel

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.

Goblin Gang Dart Goblin Goblin Barrel Skeleton Army Goblin Drill Barbarians Royal Hogs Mega Knight

Shortest cycle

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

12 Goblin Gang Dart Goblin Goblin Barrel Skeleton Army

Attack Synergies 2 12

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.

Goblin Gang
Goblin Barrel Dart Goblin Royal Hogs Goblin Drill
Barbarians
Dart Goblin
Goblin Barrel Goblin Gang Royal Hogs Goblin Drill Mega Knight
Royal Hogs
Goblin Gang Dart Goblin Goblin Barrel Mega Knight
Goblin Barrel
Goblin Gang Dart Goblin Royal Hogs Skeleton Army Goblin Drill Mega Knight
Skeleton Army
Goblin Barrel
Goblin Drill
Goblin Gang Dart Goblin Goblin Barrel Mega Knight
Mega Knight
Dart Goblin Royal Hogs Goblin Barrel Goblin Drill

Defense Synergies 0 9

Goblin Gang
Barbarians Dart Goblin Skeleton Army Goblin Drill
Barbarians
Goblin Gang Skeleton Army
Dart Goblin
Goblin Gang Skeleton Army Goblin Drill Mega Knight
Royal Hogs
Goblin Barrel
Skeleton Army
Goblin Gang Barbarians Dart Goblin Goblin Drill
Goblin Drill
Goblin Gang Dart Goblin Skeleton Army
Mega Knight
Dart Goblin

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.

Dart Goblin
Barbarians Skeleton Army Goblin Gang Dart Goblin Goblin Drill Mega Knight
Goblin Gang Barbarians Skeleton Army Mega Knight Dart Goblin Goblin Drill
Barbarians Skeleton Army Goblin Gang Dart Goblin Goblin Drill Mega Knight
Barbarians Skeleton Army Mega Knight
Goblin Gang Skeleton Army Dart Goblin Mega Knight
Dart Goblin Goblin Gang
Barbarians Dart Goblin Mega Knight
Barbarians Goblin Gang Skeleton Army Goblin Drill
Goblin Gang Skeleton Army Barbarians Dart Goblin Mega Knight
Goblin Gang Barbarians Dart Goblin Skeleton Army Goblin Drill Mega Knight
Goblin Gang Dart Goblin
Barbarians Skeleton Army Goblin Drill Mega Knight Goblin Gang
Skeleton Army Mega Knight Goblin Gang Barbarians Dart Goblin Goblin Drill
Barbarians Skeleton Army Goblin Gang Goblin Drill Mega Knight
Barbarians Skeleton Army Goblin Gang Goblin Drill Mega Knight
Barbarians Mega Knight Goblin Gang Skeleton Army Goblin Drill
Mega Knight Goblin Gang Barbarians Dart Goblin Skeleton Army Goblin Drill
Goblin Drill Barbarians Dart Goblin Mega Knight
Barbarians Dart Goblin Goblin Drill
Goblin Gang Skeleton Army Mega Knight Barbarians Dart Goblin

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Mega Knight
Goblin Gang Mega Knight
Goblin Gang Barbarians Skeleton Army Mega Knight
Goblin Gang Skeleton Army Mega Knight Barbarians
Barbarians Goblin Gang Skeleton Army Goblin Drill Mega Knight
Goblin Gang Dart Goblin
Goblin Gang Skeleton Army Barbarians Dart Goblin
Mega Knight Barbarians Skeleton Army
Mega Knight Barbarians Skeleton Army
Goblin Gang Barbarians Dart Goblin Skeleton Army Goblin Drill
Mega Knight Barbarians Dart Goblin
Skeleton Army Mega Knight Barbarians
Barbarians Skeleton Army Mega Knight Goblin Gang
Barbarians Dart Goblin Skeleton Army Mega Knight
Goblin Gang Barbarians Skeleton Army Dart Goblin Goblin Drill
Mega Knight Barbarians Dart Goblin

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.)

Dart Goblin Goblin Drill
Dart Goblin
Dart Goblin Goblin Drill
Barbarians Dart Goblin
Mega Knight
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Goblin Gang
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Goblin Drill
Dart Goblin Mega Knight
Dart Goblin Mega Knight
Dart Goblin Mega Knight
Mega Knight
Barbarians Goblin Drill
Mega Knight
Dart Goblin
Mega Knight
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Mega Knight
Mega Knight
Goblin Gang Barbarians Dart Goblin Skeleton Army
Dart Goblin
Goblin Gang Dart Goblin Mega Knight
Dart Goblin
Dart Goblin Mega Knight
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin Mega Knight
Dart Goblin Mega Knight

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