My Best Clash Royale Deck

Deck Check Rating

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

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 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 No anti-ground splash!

You don't have a card, that attacks ground 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!
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 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Tesla

Defensive buildings

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

Cannon Tesla Tombstone

Investments

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

Tesla Tombstone

Offensive cards

Win conditions

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

Hog Rider Royal Hogs Wall Breakers

Damage spells

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

Rage

Punishments

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

Goblin Gang Hog Rider Royal Hogs Wall Breakers

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 Hog Rider Royal Hogs Wall Breakers

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 Royal Hogs

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 Gang Hog Rider Royal Hogs Wall Breakers
Giant Snowball
Cannon Goblin Gang Tombstone Hog Rider Royal Hogs Wall Breakers
Zap
Cannon Goblin Gang Tombstone Royal Hogs Wall Breakers
Barbarian Barrel
Cannon Goblin Gang Tesla Tombstone Royal Hogs Wall Breakers
The Log
Cannon Goblin Gang Tombstone Hog Rider Royal Hogs Wall Breakers
Earthquake
Cannon Goblin Gang Tesla Tombstone Hog Rider Royal Hogs
Arrows
Goblin Gang Tombstone Royal Hogs Wall Breakers
Royal Delivery
Goblin Gang Hog Rider Royal Hogs Wall Breakers
Fireball
Cannon Goblin Gang Tesla Tombstone Hog Rider Royal Hogs Wall Breakers
Poison
Cannon Goblin Gang Tombstone Royal Hogs
Lightning
Cannon Tesla Tombstone
Rocket
Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Tombstone Rage

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

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.

Wall Breakers Rage Cannon Goblin Gang Tombstone Tesla Hog Rider Royal Hogs

Shortest cycle

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

10 Wall Breakers Rage Cannon Goblin Gang

Attack Synergies 2 1

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
Goblin Gang
Hog Rider Royal Hogs
Tesla
Tombstone
Hog Rider
Goblin Gang Rage
Royal Hogs
Goblin Gang
Wall Breakers
Rage
Hog Rider

Defense Synergies 1 2

Cannon
Goblin Gang
Goblin Gang
Tesla Cannon Tombstone
Tesla
Goblin Gang
Tombstone
Goblin Gang
Hog Rider
Royal Hogs
Wall Breakers
Rage

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 Tesla Tombstone
Cannon Goblin Gang Tesla Tombstone
Cannon Goblin Gang Tesla Tombstone
Cannon Tesla Goblin Gang Tombstone
Tombstone
Goblin Gang Cannon Tesla
Tesla Cannon Goblin Gang Tombstone
Cannon Tesla
Cannon Tesla Goblin Gang Tombstone
Goblin Gang Cannon Tesla
Goblin Gang Cannon Tesla Tombstone
Tesla Goblin Gang
Cannon Tesla Tombstone Goblin Gang
Cannon Goblin Gang Tesla Tombstone
Cannon Goblin Gang Tesla Tombstone
Cannon Goblin Gang Tesla
Tesla Cannon Goblin Gang Tombstone
Cannon Tesla Tombstone Goblin Gang
Cannon Tesla Tombstone
Cannon Tesla
Goblin Gang Cannon Tesla
Cannon Tesla Tombstone

Counters to secondary win conditions

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

Goblin Gang Tesla Tombstone
Goblin Gang Tesla
Goblin Gang Tombstone
Goblin Gang Tesla
Cannon Goblin Gang Tesla Tombstone
Goblin Gang Tesla
Goblin Gang Tesla Tombstone
Tesla
Tombstone
Cannon Goblin Gang Tesla Tombstone
Tesla Tombstone
Cannon Goblin Gang Tesla Tombstone
Cannon Tesla
Goblin Gang Tesla Tombstone
Cannon Tesla
Cannon Tombstone

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.)

Goblin Gang
Goblin Gang Tombstone
Goblin Gang
Goblin Gang

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