My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

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 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant

Defensive buildings

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

Cannon

Investments

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

Bomber Rune Giant Goblin Giant Goblinstein

Offensive cards

Win conditions

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

Rune Giant Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Giant

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.

Rune Giant Goblin 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
Bomber
Giant Snowball
Bomber Cannon
Zap
Bomber Cannon Goblin Giant
Barbarian Barrel
Bomber Cannon
The Log
Bomber Cannon
Earthquake
Bomber Cannon
Arrows
Bomber
Royal Delivery
Bomber
Fireball
Bomber Cannon
Poison
Bomber Cannon
Lightning
Cannon Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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.

Arrows Rage Rune Giant

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.

Bomber Berserker Rage Arrows Cannon Rune Giant Goblinstein Goblin Giant

Shortest cycle

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

9 Bomber Berserker Rage Arrows

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.

Bomber
Goblin Giant
Berserker
Rune Giant
Arrows
Goblin Giant
Cannon
Rage
Goblin Giant
Rune Giant
Berserker
Goblin Giant
Bomber Arrows Rage Goblinstein
Goblinstein
Goblin Giant

Defense Synergies 0 2

Bomber
Cannon
Berserker
Arrows
Cannon
Cannon
Bomber Arrows
Rage
Rune Giant
Goblin Giant
Goblinstein

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 Cannon Goblin Giant
Cannon
Cannon Bomber
Cannon
Bomber Arrows
Arrows Bomber Cannon
Arrows Cannon
Arrows Cannon Goblin Giant
Cannon
Bomber Cannon
Berserker Bomber Arrows Cannon Goblin Giant
Arrows
Cannon Bomber
Bomber Arrows Cannon
Cannon
Cannon Goblinstein
Bomber Arrows Cannon
Arrows Cannon Bomber
Arrows Bomber Cannon
Cannon
Bomber Arrows Cannon Goblin Giant
Cannon

Counters to secondary win conditions

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

Bomber Arrows
Goblin Giant
Goblin Giant
Cannon Goblin Giant
Arrows Goblinstein Goblin Giant
Goblin Giant
Goblin Giant
Goblinstein
Cannon Goblin Giant
Arrows Goblin Giant
Cannon Goblin Giant
Bomber Cannon
Bomber Goblin Giant Goblinstein
Arrows Bomber Cannon
Bomber Arrows Cannon

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.)

Arrows
Arrows
Arrows Goblin Giant
Arrows
Bomber Arrows Goblinstein
Arrows Goblinstein Goblin Giant
Bomber Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber
Bomber Arrows
Bomber Arrows
Arrows
Arrows
Arrows Bomber Goblinstein
Arrows
Arrows
Arrows
Arrows
Goblinstein
Bomber Arrows
Arrows
Arrows
Goblinstein
Arrows
Arrows
Arrows Bomber
Arrows
Goblin Giant

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