My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Goblin Hut Magic Archer

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.

Royal Recruits Goblin Hut Dark Prince Rune Giant Magic Archer Mega Knight

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 Royal Recruits Dark Prince Mega 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 Royal Recruits Dark Prince Rune Giant Magic Archer 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.

Dark Prince Magic Archer

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 Recruits Dark Prince
Giant Snowball
Goblin Gang Royal Recruits Goblin Hut
Zap
Goblin Gang Goblin Hut Dark Prince
Barbarian Barrel
Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
The Log
Goblin Gang Royal Recruits Goblin Hut Dark Prince
Earthquake
Goblin Gang Goblin Hut
Arrows
Goblin Gang Royal Recruits Goblin Hut
Royal Delivery
Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
Fireball
Goblin Gang Goblin Hut Magic Archer
Poison
Goblin Gang Royal Recruits Goblin Hut Magic Archer
Lightning
Goblin Hut Dark Prince Magic Archer
Rocket
Goblin Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Magic Archer Mega Knight

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.

Royal Recruits Dark Prince Rune Giant Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Goblin Gang Dark Prince Rune Giant Magic Archer Goblin Hut Royal Recruits Mega Knight

Shortest cycle

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

13 Berserker Goblin Gang Dark Prince Rune Giant

Attack Synergies 1 10

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
Royal Recruits Goblin Hut Dark Prince
Royal Recruits
Goblin Gang Magic Archer
Goblin Hut
Goblin Gang Dark Prince Magic Archer Mega Knight
Dark Prince
Goblin Gang Goblin Hut Magic Archer
Rune Giant
Berserker Magic Archer
Magic Archer
Royal Recruits Goblin Hut Dark Prince Rune Giant Mega Knight
Mega Knight
Goblin Hut Magic Archer

Defense Synergies 0 7

Berserker
Goblin Gang
Royal Recruits Goblin Hut Dark Prince Magic Archer
Royal Recruits
Goblin Gang
Goblin Hut
Goblin Gang Dark Prince
Dark Prince
Goblin Gang Goblin Hut Magic Archer
Rune Giant
Magic Archer
Goblin Gang Dark Prince Mega Knight
Mega Knight
Magic Archer

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.

Royal Recruits Goblin Hut Magic Archer
Goblin Gang Royal Recruits Goblin Hut Dark Prince Mega Knight
Goblin Gang Goblin Hut Mega Knight Royal Recruits Dark Prince
Royal Recruits Goblin Hut Goblin Gang Dark Prince Mega Knight
Royal Recruits Dark Prince Mega Knight
Goblin Gang Dark Prince Magic Archer Mega Knight
Goblin Gang Goblin Hut Magic Archer
Royal Recruits Magic Archer Mega Knight
Goblin Gang Royal Recruits Goblin Hut
Goblin Gang Royal Recruits Dark Prince Mega Knight
Berserker Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer Mega Knight
Goblin Gang Goblin Hut Magic Archer
Royal Recruits Goblin Hut Mega Knight Goblin Gang Dark Prince
Mega Knight Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
Royal Recruits Goblin Gang Goblin Hut Mega Knight
Goblin Gang Royal Recruits Goblin Hut Mega Knight
Mega Knight Goblin Gang Royal Recruits Goblin Hut Dark Prince
Mega Knight Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
Royal Recruits Goblin Hut Dark Prince Magic Archer Mega Knight
Royal Recruits Goblin Hut
Goblin Gang Royal Recruits Dark Prince Mega Knight

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Mega Knight Goblin Hut Dark Prince
Goblin Gang Magic Archer Mega Knight
Goblin Gang Royal Recruits Mega Knight Goblin Hut Dark Prince
Goblin Gang Royal Recruits Dark Prince Mega Knight
Royal Recruits Goblin Gang Goblin Hut Dark Prince Mega Knight
Goblin Gang Goblin Hut Magic Archer
Goblin Gang Royal Recruits Dark Prince Goblin Hut
Mega Knight Royal Recruits Dark Prince
Royal Recruits Mega Knight Goblin Hut Dark Prince Magic Archer
Royal Recruits Goblin Gang Goblin Hut
Mega Knight Royal Recruits Goblin Hut Dark Prince
Royal Recruits Mega Knight Dark Prince
Royal Recruits Dark Prince Mega Knight Goblin Gang
Royal Recruits Magic Archer Mega Knight
Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
Mega Knight Royal Recruits Goblin Hut Dark Prince Magic Archer
Goblin Hut

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.)

Magic Archer Royal Recruits
Magic Archer
Goblin Hut Magic Archer
Royal Recruits Dark Prince
Dark Prince Magic Archer Mega Knight
Magic Archer
Magic Archer
Magic Archer
Goblin Gang
Royal Recruits Dark Prince Magic Archer
Magic Archer
Goblin Hut Magic Archer
Magic Archer
Goblin Hut Magic Archer
Goblin Hut Magic Archer
Magic Archer Royal Recruits Goblin Hut Mega Knight
Dark Prince Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Royal Recruits
Dark Prince Magic Archer Mega Knight
Magic Archer
Magic Archer Mega Knight
Magic Archer
Magic Archer
Goblin Hut
Magic Archer Mega Knight
Magic Archer
Mega Knight
Magic Archer
Goblin Gang Royal Recruits Goblin Hut Dark Prince Magic Archer
Magic Archer
Goblin Gang Dark Prince Magic Archer Mega Knight
Magic Archer
Royal Recruits Dark Prince Mega Knight
Goblin Gang Royal Recruits Magic Archer
Magic Archer
Royal Recruits Dark Prince Magic Archer Mega Knight
Mega Knight

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