My Best Clash Royale Deck

Deck Check Rating

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

2 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-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.

Goblin Gang Dart Goblin Witch

Defensive buildings

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

Missing

Investments

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

Rune Giant Witch

Offensive cards

Win conditions

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

Rune Giant

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

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 Dart Goblin Rune Giant

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

Against air swarms

Spells and units that can counter air swarms.

Witch

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.

Skeleton Army Clone Rune Giant

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 Dart Goblin Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Berserker Goblin Gang Dart Goblin Skeleton Army Clone Rune Giant Witch

Shortest cycle

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

8 Mirror Berserker Goblin Gang Dart Goblin

Attack Synergies 3 6

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
Dart Goblin Mirror Clone
Dart Goblin
Rune Giant Goblin Gang Mirror
Mirror
Goblin Gang Dart Goblin Skeleton Army
Skeleton Army
Clone Mirror
Clone
Skeleton Army Goblin Gang Witch
Rune Giant
Berserker Dart Goblin
Witch
Clone

Defense Synergies 1 5

Berserker
Goblin Gang
Dart Goblin Mirror Skeleton Army
Dart Goblin
Goblin Gang Mirror Skeleton Army
Mirror
Skeleton Army Goblin Gang Dart Goblin
Skeleton Army
Mirror Goblin Gang Dart Goblin
Clone
Rune Giant
Witch

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
Skeleton Army Goblin Gang Dart Goblin Witch
Goblin Gang Skeleton Army Witch Dart Goblin
Skeleton Army Witch Goblin Gang Dart Goblin
Skeleton Army
Goblin Gang Skeleton Army Dart Goblin
Dart Goblin Goblin Gang Witch
Dart Goblin
Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Dart Goblin
Berserker Goblin Gang Dart Goblin Skeleton Army Witch
Goblin Gang Dart Goblin Witch
Skeleton Army Goblin Gang Witch
Skeleton Army Goblin Gang Dart Goblin Witch
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang
Goblin Gang Skeleton Army Witch
Goblin Gang Dart Goblin Skeleton Army Witch
Witch Dart Goblin
Dart Goblin
Goblin Gang Skeleton Army Dart Goblin Witch
Skeleton Army

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Witch
Goblin Gang
Goblin Gang Skeleton Army Witch
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Witch
Goblin Gang Dart Goblin Witch
Goblin Gang Skeleton Army Dart Goblin Witch
Skeleton Army
Skeleton Army Witch
Witch Goblin Gang Dart Goblin Skeleton Army
Dart Goblin Witch
Skeleton Army
Skeleton Army Goblin Gang Witch
Dart Goblin Skeleton Army Witch
Goblin Gang Skeleton Army Witch Dart Goblin
Dart Goblin Witch

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
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Witch
Dart Goblin Witch
Dart Goblin
Dart Goblin
Goblin Gang
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Witch
Dart Goblin
Dart Goblin
Dart Goblin Witch
Witch
Witch
Dart Goblin Witch
Witch
Dart Goblin
Dart Goblin Witch
Dart Goblin Witch
Dart Goblin
Goblin Gang Dart Goblin Skeleton Army Witch
Dart Goblin Witch
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin
Goblin Gang Dart Goblin Witch
Dart Goblin Witch
Dart Goblin Witch
Dart Goblin

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