My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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!
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!
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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

Defensive buildings

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

Bomb Tower

Investments

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

Dark Prince Rune Giant Golem Golden Knight

Offensive cards

Win conditions

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

Rune Giant Golem

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 Dark Prince Golden Knight

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 Dark Prince Rune Giant Golem

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.

Dark Prince Golem Golden Knight

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 Dark Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Dark Prince
Barbarian Barrel
Goblin Gang Bomb Tower Dark Prince
The Log
Goblin Gang Dark Prince
Earthquake
Goblin Gang Bomb Tower
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Dark Prince
Fireball
Goblin Gang Bomb Tower
Poison
Goblin Gang Bomb Tower
Lightning
Bomb Tower Dark Prince
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Dark Prince 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.

Dark Prince Rune Giant Golem

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker The Log Goblin Gang Bomb Tower Dark Prince Rune Giant Golden Knight Golem

Shortest cycle

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

11 Berserker The Log Goblin Gang Bomb Tower

Attack Synergies 1 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.

Berserker
Rune Giant
Goblin Gang
Dark Prince Golem
Bomb Tower
Dark Prince
Goblin Gang Golem
Rune Giant
Berserker
Golem
Goblin Gang Dark Prince The Log Golden Knight
The Log
Golem
Golden Knight
Golem

Defense Synergies 1 5

Berserker
Goblin Gang
Bomb Tower Dark Prince The Log
Bomb Tower
The Log Goblin Gang
Dark Prince
Goblin Gang The Log
Rune Giant
Golem
The Log
Bomb Tower Goblin Gang Dark Prince Golden Knight
Golden Knight
The Log

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.

The Log Golden Knight
Bomb Tower Goblin Gang Dark Prince The Log
Goblin Gang Bomb Tower Dark Prince
Bomb Tower Goblin Gang Dark Prince
Bomb Tower Dark Prince The Log
Goblin Gang The Log Bomb Tower Dark Prince
Goblin Gang Bomb Tower
Bomb Tower The Log Golden Knight
Goblin Gang Bomb Tower
Goblin Gang Dark Prince
Berserker Goblin Gang Bomb Tower Dark Prince The Log
Goblin Gang
Bomb Tower Goblin Gang Dark Prince The Log
Bomb Tower Goblin Gang Dark Prince The Log Golden Knight
Goblin Gang Bomb Tower
Bomb Tower Goblin Gang The Log
Bomb Tower Goblin Gang Dark Prince
Bomb Tower Goblin Gang Dark Prince The Log Golden Knight
Bomb Tower The Log Dark Prince
Bomb Tower
Goblin Gang Dark Prince Bomb Tower The Log
Bomb Tower

Counters to secondary win conditions

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

Goblin Gang Dark Prince
Goblin Gang Bomb Tower The Log
Goblin Gang Bomb Tower Dark Prince The Log Golden Knight
Goblin Gang Dark Prince The Log
Goblin Gang Dark Prince
Goblin Gang Bomb Tower
Goblin Gang Dark Prince Bomb Tower
Bomb Tower Dark Prince
Bomb Tower Dark Prince The Log
Goblin Gang
Bomb Tower Dark Prince Golden Knight
Dark Prince The Log
Dark Prince Goblin Gang Bomb Tower Golden Knight
Bomb Tower
Goblin Gang Bomb Tower Dark Prince The Log Golden Knight
Bomb Tower Dark Prince The Log Golden Knight
Bomb Tower

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.)

The Log Golden Knight
The Log Golden Knight
The Log
Dark Prince The Log
Dark Prince The Log
The Log
The Log
The Log Golden Knight
Goblin Gang
Dark Prince The Log Golden Knight
The Log Golden Knight
The Log
The Log Golden Knight
The Log
Dark Prince The Log
The Log Golden Knight
The Log
The Log
The Log
The Log Dark Prince
The Log Golden Knight
The Log Golden Knight
The Log Golden Knight
The Log
The Log
Goblin Gang Dark Prince
The Log
Goblin Gang Dark Prince
The Log
Dark Prince
Goblin Gang The Log Golden Knight
Dark Prince The Log Golden Knight

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