My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies

Defensive buildings

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

Bomb Tower 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.

Zappies Fisherman Mighty Miner

Offensive cards

Win conditions

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

Goblin Barrel Goblin Drill Miner

Damage spells

Spells in your deck. Having at least one or two is recommended.

Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Barrel Miner

Pump responses

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

Goblin Barrel Goblin Drill Lightning Miner

Dropped at the bridge

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

Mighty Miner

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.

Goblin Barrel Goblin Drill Miner Mighty Miner

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 Barrel Goblin Drill Miner Fisherman Mighty Miner
Giant Snowball
Zappies Goblin Barrel Goblin Drill Miner Fisherman Mighty Miner
Zap
Zappies Goblin Barrel Goblin Drill Fisherman Mighty Miner
Barbarian Barrel
Bomb Tower Zappies Goblin Barrel Goblin Drill
The Log
Zappies Goblin Barrel Goblin Drill Fisherman
Earthquake
Bomb Tower Zappies Goblin Barrel Goblin Drill
Arrows
Zappies Goblin Barrel Goblin Drill
Royal Delivery
Zappies Goblin Barrel Goblin Drill Miner Fisherman
Fireball
Bomb Tower Zappies Goblin Barrel Goblin Drill Fisherman Mighty Miner
Poison
Bomb Tower Zappies Goblin Drill Fisherman
Lightning
Bomb Tower Fisherman Mighty Miner
Rocket
Bomb Tower Mighty Miner

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

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.

Goblin Drill Miner Mighty Miner

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

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Miner Fisherman Bomb Tower Zappies Goblin Drill Mighty Miner Lightning

Shortest cycle

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

13 Goblin Barrel Miner Fisherman Bomb Tower

Attack Synergies 1 4

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.

Bomb Tower
Zappies
Goblin Barrel Miner
Goblin Barrel
Mighty Miner Zappies Goblin Drill Miner
Goblin Drill
Goblin Barrel
Lightning
Miner
Zappies Goblin Barrel
Fisherman
Mighty Miner
Goblin Barrel

Defense Synergies 0 2

Bomb Tower
Zappies
Goblin Drill Fisherman
Goblin Barrel
Goblin Drill
Zappies
Lightning
Miner
Fisherman
Zappies
Mighty Miner

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.

Lightning Zappies
Bomb Tower Zappies Goblin Drill Fisherman
Bomb Tower Fisherman Zappies Goblin Drill Lightning
Bomb Tower Zappies Goblin Drill Fisherman
Lightning Bomb Tower
Bomb Tower Zappies
Lightning Bomb Tower Zappies
Lightning Bomb Tower
Zappies Mighty Miner Bomb Tower Goblin Drill Fisherman
Zappies Miner Fisherman
Bomb Tower Zappies Goblin Drill Fisherman
Zappies
Bomb Tower Goblin Drill Zappies Lightning
Bomb Tower Zappies Goblin Drill
Bomb Tower Zappies Goblin Drill
Bomb Tower Zappies Goblin Drill Lightning Fisherman
Bomb Tower Zappies Goblin Drill Fisherman
Bomb Tower Zappies Goblin Drill Fisherman
Bomb Tower Goblin Drill Zappies Fisherman
Bomb Tower Zappies Goblin Drill Fisherman
Bomb Tower Zappies Fisherman

Counters to secondary win conditions

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

Zappies Fisherman
Bomb Tower Lightning Miner Fisherman
Zappies Bomb Tower Lightning Fisherman
Lightning Zappies Fisherman
Zappies Goblin Drill Fisherman Mighty Miner
Bomb Tower Zappies
Bomb Tower Zappies Lightning
Mighty Miner Bomb Tower Zappies Fisherman
Lightning Bomb Tower Zappies
Zappies Goblin Drill
Bomb Tower Zappies
Lightning
Lightning Bomb Tower Zappies
Bomb Tower Zappies
Zappies Bomb Tower Goblin Drill Lightning Fisherman Mighty Miner
Bomb Tower Zappies Mighty Miner
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.)

Lightning Goblin Drill
Miner Fisherman
Lightning Goblin Drill Miner
Lightning
Lightning
Miner Lightning Fisherman
Lightning Fisherman
Lightning Miner Fisherman
Lightning
Lightning Miner Fisherman
Lightning Fisherman
Lightning Fisherman
Lightning Goblin Drill
Lightning
Lightning
Lightning Fisherman
Lightning Fisherman
Lightning Miner
Lightning
Lightning
Lightning Fisherman
Lightning Goblin Drill
Fisherman
Miner Lightning Fisherman
Lightning Miner Fisherman
Lightning Miner Fisherman
Lightning
Lightning Zappies
Lightning
Lightning Miner
Lightning Zappies
Mighty Miner
Lightning
Lightning Zappies
Lightning Zappies
Lightning Miner
Lightning
Lightning
Zappies Lightning
Zappies Lightning
Lightning Miner
Lightning

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