My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 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 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.

Bats Goblin Gang Ram Rider

Defensive buildings

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

Cannon Goblin Cage

Investments

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

Bats Goblin Cage Ram Rider

Offensive cards

Win conditions

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

Hog Rider Royal Hogs 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.

Goblin Gang Hog Rider Royal Hogs Ram Rider

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 Royal Hogs 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.

Hog Rider Royal Hogs Ram Rider

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
Bats Goblin Gang Hog Rider Royal Hogs Skeleton Army Ram Rider
Giant Snowball
Bats Cannon Goblin Gang Hog Rider Royal Hogs Skeleton Army Ram Rider
Zap
Bats Cannon Goblin Gang Royal Hogs Skeleton Army Ram Rider
Barbarian Barrel
Cannon Goblin Gang Goblin Cage Royal Hogs Skeleton Army
The Log
Cannon Goblin Gang Goblin Cage Hog Rider Royal Hogs Skeleton Army Ram Rider
Earthquake
Cannon Goblin Gang Goblin Cage Hog Rider Royal Hogs Skeleton Army
Arrows
Bats Goblin Gang Royal Hogs Skeleton Army
Royal Delivery
Bats Goblin Gang Goblin Cage Hog Rider Royal Hogs Skeleton Army Ram Rider
Fireball
Cannon Goblin Gang Goblin Cage Hog Rider Royal Hogs Skeleton Army Ram Rider
Poison
Bats Cannon Goblin Gang Goblin Cage Royal Hogs Skeleton Army
Lightning
Cannon Goblin Cage Ram Rider
Rocket
Hog Rider Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Skeleton Army

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.

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Cannon Goblin Gang Skeleton Army Goblin Cage Hog Rider Royal Hogs Ram Rider

Shortest cycle

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

11 Bats Cannon Goblin Gang Skeleton Army

Attack Synergies 2 8

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.

Bats
Hog Rider Goblin Cage Royal Hogs Ram Rider
Cannon
Goblin Gang
Hog Rider Goblin Cage Royal Hogs
Goblin Cage
Bats Goblin Gang Hog Rider Royal Hogs Ram Rider
Hog Rider
Bats Goblin Gang Goblin Cage
Royal Hogs
Bats Goblin Gang Goblin Cage
Skeleton Army
Ram Rider
Bats Goblin Cage

Defense Synergies 0 7

Bats
Cannon Goblin Cage
Cannon
Bats Goblin Gang Skeleton Army
Goblin Gang
Cannon Goblin Cage Skeleton Army
Goblin Cage
Bats Goblin Gang Skeleton Army
Hog Rider
Royal Hogs
Skeleton Army
Cannon Goblin Gang Goblin Cage
Ram Rider

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.

Cannon Goblin Cage Ram Rider
Skeleton Army Bats Cannon Goblin Gang Goblin Cage Ram Rider
Cannon Goblin Gang Goblin Cage Skeleton Army Ram Rider Bats
Cannon Goblin Cage Skeleton Army Bats Goblin Gang Ram Rider
Goblin Cage Skeleton Army
Goblin Gang Skeleton Army Bats Cannon
Bats Ram Rider Cannon Goblin Gang Goblin Cage
Cannon Goblin Cage Ram Rider
Cannon Goblin Gang Goblin Cage Skeleton Army
Goblin Gang Skeleton Army Cannon
Bats Goblin Gang Skeleton Army Cannon Ram Rider
Bats Goblin Gang Ram Rider
Cannon Goblin Cage Skeleton Army Bats Goblin Gang Ram Rider
Skeleton Army Bats Cannon Goblin Gang Goblin Cage
Skeleton Army Cannon Goblin Gang Goblin Cage Ram Rider
Skeleton Army Cannon Goblin Gang Goblin Cage Ram Rider
Bats Cannon Goblin Gang Goblin Cage Skeleton Army
Cannon Goblin Cage Bats Goblin Gang Skeleton Army Ram Rider
Goblin Cage Bats Cannon Ram Rider
Cannon Goblin Cage Ram Rider
Goblin Gang Skeleton Army Bats Cannon
Cannon

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Goblin Cage
Goblin Gang
Goblin Gang Skeleton Army Bats Goblin Cage Ram Rider
Goblin Gang Skeleton Army Bats Goblin Cage Ram Rider
Cannon Goblin Gang Goblin Cage Skeleton Army Ram Rider
Bats Goblin Gang Ram Rider
Goblin Gang Skeleton Army Bats Goblin Cage Ram Rider
Goblin Cage Skeleton Army
Goblin Cage Bats Skeleton Army
Cannon Goblin Gang Goblin Cage Skeleton Army
Bats Goblin Cage
Skeleton Army Goblin Cage
Skeleton Army Cannon Goblin Gang Goblin Cage Ram Rider
Cannon Goblin Cage Skeleton Army
Goblin Gang Skeleton Army Bats Goblin Cage
Bats Cannon Goblin Cage
Cannon Goblin Cage

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.)

Ram Rider
Bats Ram Rider
Ram Rider
Ram Rider
Bats Goblin Gang
Ram Rider
Bats
Ram Rider
Ram Rider
Bats
Bats
Bats Goblin Gang Skeleton Army
Ram Rider
Goblin Gang
Bats Goblin Gang
Bats

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