My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

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.

Royal Giant Battle Ram Prince Goblinstein

Offensive cards

Win conditions

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

Royal Giant Battle Ram Royal Hogs

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 Royal Giant Battle Ram Royal Hogs Prince

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 Royal Giant Battle Ram Royal Hogs Prince

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.

Royal Hogs 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
Goblin Gang Royal Giant Battle Ram Royal Hogs Prince
Giant Snowball
Goblin Gang Barbarians Battle Ram Royal Hogs
Zap
Goblin Gang Royal Giant Battle Ram Royal Hogs Prince
Barbarian Barrel
Goblin Gang Barbarians Battle Ram Royal Hogs
The Log
Goblin Gang Barbarians Royal Giant Battle Ram Royal Hogs Prince
Earthquake
Goblin Gang Barbarians Royal Hogs
Arrows
Goblin Gang Royal Hogs
Royal Delivery
Goblin Gang Barbarians Battle Ram Royal Hogs Prince
Fireball
Goblin Gang Barbarians Battle Ram Royal Hogs
Poison
Goblin Gang Barbarians Royal Hogs
Lightning
Battle Ram Prince Goblinstein
Rocket
Barbarians Royal Hogs Prince

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

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 Prince Goblin Machine

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Battle Ram Barbarians Royal Hogs Prince Goblin Machine Goblinstein Royal Giant

Shortest cycle

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

17 Goblin Gang Battle Ram Barbarians Royal Hogs

Attack Synergies 0 5

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.

Goblin Gang
Royal Giant Battle Ram Royal Hogs Prince
Barbarians
Royal Giant
Goblin Gang
Battle Ram
Goblin Gang Royal Hogs
Royal Hogs
Goblin Gang Battle Ram
Prince
Goblin Gang
Goblin Machine
Goblinstein

Defense Synergies 0 2

Goblin Gang
Barbarians Prince
Barbarians
Goblin Gang
Royal Giant
Battle Ram
Royal Hogs
Prince
Goblin Gang
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.

Barbarians Goblin Gang Prince
Goblin Gang Barbarians Prince
Barbarians Prince Goblin Gang
Barbarians Prince
Goblin Gang
Goblin Gang
Barbarians
Barbarians Goblin Gang Prince
Goblin Gang Barbarians Prince
Goblin Gang Barbarians
Goblin Gang
Barbarians Prince Goblin Gang
Goblin Gang Barbarians Prince
Barbarians Goblin Gang Prince
Barbarians Goblin Gang Prince
Barbarians Goblin Gang Prince
Goblin Gang Barbarians Prince
Barbarians
Barbarians Prince
Goblin Gang Barbarians Prince

Counters to secondary win conditions

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

Goblin Gang Barbarians Prince
Goblin Gang Prince
Goblin Gang Barbarians Prince
Goblin Gang Prince Barbarians
Barbarians Goblin Gang Prince
Goblin Gang
Goblin Gang Prince Barbarians
Barbarians Prince
Barbarians Prince
Goblin Gang Barbarians
Barbarians Prince
Barbarians Prince
Barbarians Prince Goblin Gang
Barbarians
Goblin Gang Barbarians Prince
Barbarians

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.)

Barbarians Prince
Goblin Machine
Goblin Gang Prince
Prince Goblin Machine
Prince
Prince Goblin Machine
Goblin Machine
Prince
Prince
Barbarians
Goblin Machine
Prince
Prince
Goblin Gang Barbarians Prince
Goblin Gang Prince
Prince
Goblin Gang
Prince
Prince

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