My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Inferno Tower Baby Dragon Goblin Giant

Defensive buildings

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

Cannon Goblin Cage Inferno Tower

Investments

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

Suspicious Bush Goblin Cage Baby Dragon Goblin Giant Goblinstein

Offensive cards

Win conditions

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

Goblin 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 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.

Baby Dragon Goblin Giant

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

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
Giant Snowball
Cannon Baby Dragon
Zap
Cannon Inferno Tower Goblin Giant
Barbarian Barrel
Cannon Goblin Cage Inferno Tower
The Log
Cannon Suspicious Bush Goblin Cage
Earthquake
Cannon Goblin Cage Inferno Tower
Arrows
Suspicious Bush
Royal Delivery
Goblin Cage Baby Dragon
Fireball
Cannon Suspicious Bush Goblin Cage Inferno Tower Baby Dragon
Poison
Cannon Suspicious Bush Goblin Cage Inferno Tower
Lightning
Cannon Goblin Cage Inferno Tower Baby Dragon Goblinstein
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Suspicious Bush Inferno Tower Baby Dragon Goblin Machine

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.

Suspicious Bush Cannon Goblin Cage Baby Dragon Inferno Tower Goblin Machine Goblinstein Goblin Giant

Shortest cycle

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

13 Suspicious Bush Cannon Goblin Cage Baby Dragon

Attack Synergies 0 3

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.

Cannon
Suspicious Bush
Goblin Cage
Baby Dragon
Inferno Tower
Baby Dragon
Goblin Cage Goblin Giant
Goblin Giant
Baby Dragon Goblin Machine
Goblin Machine
Goblin Giant
Goblinstein

Defense Synergies 0 5

Cannon
Inferno Tower Baby Dragon
Suspicious Bush
Goblin Cage
Inferno Tower Baby Dragon
Inferno Tower
Cannon Goblin Cage Baby Dragon
Baby Dragon
Cannon Goblin Cage Inferno Tower
Goblin Giant
Goblin Machine
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.

Cannon Goblin Cage Inferno Tower Baby Dragon Goblin Giant
Inferno Tower Cannon Goblin Cage
Cannon Goblin Cage Inferno Tower
Cannon Goblin Cage Inferno Tower
Goblin Cage
Cannon Baby Dragon
Inferno Tower Cannon Goblin Cage Baby Dragon
Cannon Goblin Cage Inferno Tower Baby Dragon Goblin Giant
Cannon Inferno Tower Goblin Cage
Cannon Inferno Tower
Cannon Baby Dragon Goblin Giant
Inferno Tower Baby Dragon
Cannon Goblin Cage Inferno Tower
Cannon Goblin Cage Baby Dragon
Inferno Tower Cannon Goblin Cage
Inferno Tower Cannon Goblin Cage
Cannon Goblin Cage Inferno Tower
Cannon Goblin Cage Baby Dragon
Goblin Cage Baby Dragon Cannon
Cannon Goblin Cage Inferno Tower
Cannon Baby Dragon Goblin Giant
Cannon

Counters to secondary win conditions

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

Goblin Cage Inferno Tower
Baby Dragon
Goblin Cage Inferno Tower Goblin Giant
Goblin Cage Inferno Tower Goblin Giant
Inferno Tower Cannon Goblin Cage Goblin Giant
Baby Dragon Goblin Giant
Goblin Cage Inferno Tower Goblin Giant
Inferno Tower Goblin Cage Goblin Giant
Goblin Cage Inferno Tower Baby Dragon
Inferno Tower Cannon Goblin Cage Goblin Giant
Goblin Cage Inferno Tower
Goblin Cage Goblin Giant
Cannon Goblin Cage Inferno Tower Goblin Giant
Cannon Goblin Cage Baby Dragon
Inferno Tower Goblin Cage Baby Dragon Goblin Giant
Cannon Goblin Cage Inferno Tower Baby Dragon
Cannon Goblin Cage Inferno 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.)

Baby Dragon
Baby Dragon
Baby Dragon Goblin Giant
Baby Dragon
Baby Dragon Goblin Giant Goblin Machine
Baby Dragon
Baby Dragon
Goblin Machine
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Goblin Machine
Baby Dragon Goblin Machine
Baby Dragon
Baby Dragon
Baby Dragon Goblin Machine
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Goblin Giant

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