My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 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!
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.

Missing

Investments

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

Bomber Royal Giant P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Goblin Gang Royal Giant Hog Rider Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Goblin Gang Barbarians Royal Giant Hog Rider P.E.K.K.A

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 Goblin Barrel

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
Bomber Goblin Gang Royal Giant Hog Rider Goblin Barrel
Giant Snowball
Bomber Goblin Gang Barbarians Hog Rider Goblin Barrel
Zap
Bomber Goblin Gang Royal Giant Goblin Barrel
Barbarian Barrel
Bomber Goblin Gang Barbarians Goblin Barrel
The Log
Bomber Goblin Gang Barbarians Royal Giant Hog Rider Goblin Barrel
Earthquake
Bomber Goblin Gang Barbarians Hog Rider Goblin Barrel
Arrows
Bomber Goblin Gang Goblin Barrel
Royal Delivery
Bomber Goblin Gang Barbarians Hog Rider Goblin Barrel P.E.K.K.A
Fireball
Bomber Goblin Gang Barbarians Hog Rider Goblin Barrel
Poison
Bomber Goblin Gang Barbarians
Lightning
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball

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.

P.E.K.K.A

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.

Royal Giant Fireball 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 Gang Barbarians Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Goblin Gang Goblin Barrel Fireball Hog Rider Barbarians Royal Giant P.E.K.K.A

Shortest cycle

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

12 Bomber Goblin Gang Goblin Barrel Fireball

Attack Synergies 6 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.

Bomber
Royal Giant Hog Rider P.E.K.K.A
Goblin Gang
Hog Rider Goblin Barrel Royal Giant P.E.K.K.A
Barbarians
Hog Rider
Royal Giant
Bomber Fireball Goblin Barrel Goblin Gang Hog Rider
Fireball
Royal Giant Hog Rider
Hog Rider
Goblin Gang Fireball Bomber Barbarians Royal Giant Goblin Barrel
Goblin Barrel
Goblin Gang Royal Giant Hog Rider P.E.K.K.A
P.E.K.K.A
Bomber Goblin Gang Goblin Barrel

Defense Synergies 0 3

Bomber
P.E.K.K.A
Goblin Gang
Barbarians P.E.K.K.A
Barbarians
Goblin Gang
Royal Giant
Fireball
Hog Rider
Goblin Barrel
P.E.K.K.A
Bomber Goblin Gang

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.

Bomber Fireball
Barbarians P.E.K.K.A Goblin Gang
Goblin Gang Barbarians P.E.K.K.A Bomber
Barbarians P.E.K.K.A Goblin Gang
Bomber Barbarians Fireball P.E.K.K.A
Goblin Gang Fireball Bomber
Goblin Gang Fireball
Barbarians Fireball P.E.K.K.A
Barbarians P.E.K.K.A Goblin Gang
Goblin Gang Bomber Barbarians
Goblin Gang Barbarians Bomber Fireball
Goblin Gang Fireball
Barbarians P.E.K.K.A Bomber Goblin Gang Fireball
Bomber Fireball Goblin Gang Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Goblin Gang
Barbarians Goblin Gang Fireball P.E.K.K.A
Barbarians Bomber Goblin Gang Fireball P.E.K.K.A
Fireball Bomber Goblin Gang Barbarians
Bomber Barbarians Fireball
Barbarians P.E.K.K.A
Bomber Goblin Gang Barbarians Fireball P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Barbarians Fireball P.E.K.K.A
Fireball Bomber Goblin Gang
Goblin Gang Barbarians P.E.K.K.A
Goblin Gang P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Goblin Gang
Fireball Goblin Gang
Goblin Gang P.E.K.K.A Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball
P.E.K.K.A Goblin Gang Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Goblin Gang Fireball
Bomber Barbarians Fireball
Goblin Gang Barbarians Bomber Fireball P.E.K.K.A
Bomber Barbarians Fireball P.E.K.K.A
Bomber Fireball

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.)

Fireball
Fireball
Fireball
Barbarians Fireball
Bomber Fireball
Fireball
Bomber
Fireball
Fireball
Goblin Gang Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Bomber Fireball
Bomber Fireball
Fireball
Fireball
Barbarians Fireball
Bomber Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
P.E.K.K.A
Fireball
Goblin Gang Barbarians Fireball
Fireball
Fireball
Fireball Goblin Gang
Bomber Fireball
Fireball
P.E.K.K.A
Goblin Gang Fireball
Fireball
Fireball
P.E.K.K.A
Fireball

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