My Best Clash Royale Deck

Deck Check Rating

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

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 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 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

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 Battle Ram Cannon Cart Monk

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram Cannon Cart

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 Barbarians Battle Ram Cannon Cart

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 Machine Monk

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 Battle Ram Cannon Cart
Giant Snowball
Bomber Cannon Goblin Gang Barbarians Battle Ram
Zap
Bomber Cannon Goblin Gang Battle Ram Cannon Cart
Barbarian Barrel
Bomber Cannon Goblin Gang Barbarians Battle Ram Cannon Cart
The Log
Bomber Cannon Goblin Gang Barbarians Battle Ram Cannon Cart
Earthquake
Bomber Cannon Goblin Gang Barbarians
Arrows
Bomber Goblin Gang
Royal Delivery
Bomber Goblin Gang Barbarians Battle Ram Cannon Cart
Fireball
Bomber Cannon Goblin Gang Barbarians Battle Ram Cannon Cart
Poison
Bomber Cannon Goblin Gang Barbarians
Lightning
Cannon Battle Ram Cannon Cart Monk
Rocket
Barbarians Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Goblin Machine

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.

Battle Ram Goblin Machine

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Cannon Goblin Gang Battle Ram Barbarians Cannon Cart Goblin Machine Monk

Shortest cycle

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

12 Bomber Cannon Goblin Gang Battle Ram

Attack Synergies 0 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.

Bomber
Battle Ram Cannon Cart Monk
Cannon
Goblin Gang
Battle Ram Cannon Cart Monk
Barbarians
Battle Ram
Bomber Goblin Gang
Cannon Cart
Bomber Goblin Gang
Goblin Machine
Monk
Bomber Goblin Gang

Defense Synergies 0 4

Bomber
Cannon
Cannon
Bomber Goblin Gang
Goblin Gang
Cannon Barbarians Cannon Cart
Barbarians
Goblin Gang
Battle Ram
Cannon Cart
Goblin Gang
Goblin Machine
Monk

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.

Cannon Cart Bomber Cannon
Barbarians Cannon Goblin Gang Cannon Cart Monk
Cannon Goblin Gang Barbarians Bomber Cannon Cart
Cannon Barbarians Goblin Gang Cannon Cart Monk
Bomber Barbarians Monk
Goblin Gang Bomber Cannon Cannon Cart
Cannon Goblin Gang
Cannon Barbarians Cannon Cart Monk
Cannon Barbarians Goblin Gang
Goblin Gang Bomber Cannon Barbarians Cannon Cart
Goblin Gang Barbarians Bomber Cannon Cannon Cart
Goblin Gang
Cannon Barbarians Bomber Goblin Gang Cannon Cart
Bomber Cannon Goblin Gang Barbarians Cannon Cart
Barbarians Cannon Goblin Gang Cannon Cart
Barbarians Monk Cannon Goblin Gang
Barbarians Bomber Cannon Goblin Gang Cannon Cart
Cannon Bomber Goblin Gang Barbarians Cannon Cart
Bomber Cannon Barbarians Cannon Cart
Barbarians Cannon Cannon Cart
Bomber Goblin Gang Cannon Barbarians Cannon Cart

Counters to secondary win conditions

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

Goblin Gang Barbarians Cannon Cart
Bomber Goblin Gang Cannon Cart Monk
Goblin Gang Barbarians Cannon Cart
Goblin Gang Barbarians Cannon Cart Monk
Barbarians Cannon Goblin Gang Cannon Cart
Goblin Gang Monk
Goblin Gang Barbarians Cannon Cart
Barbarians Cannon Cart
Barbarians Cannon Cart Monk
Cannon Goblin Gang Barbarians
Barbarians Cannon Cart
Monk Barbarians
Barbarians Cannon Cart Cannon Goblin Gang
Bomber Cannon Barbarians Cannon Cart
Goblin Gang Barbarians Bomber Cannon Cart Monk
Bomber Cannon Barbarians Cannon Cart
Bomber 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.)

Monk
Monk
Cannon Cart
Cannon Cart Barbarians
Bomber
Goblin Machine Monk
Bomber
Monk
Goblin Gang
Monk Cannon Cart Goblin Machine
Monk
Cannon Cart
Cannon Cart Monk
Cannon Cart
Bomber Cannon Cart
Cannon Cart
Monk
Bomber
Bomber Goblin Machine Monk
Bomber Goblin Machine Monk
Monk
Monk
Barbarians Cannon Cart Monk
Bomber Goblin Machine
Monk
Monk
Bomber
Monk
Monk
Goblin Gang Barbarians Cannon Cart
Monk
Goblin Gang Cannon Cart
Bomber
Monk
Cannon Cart
Goblin Gang
Cannon Cart Monk
Cannon Cart
Monk

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