My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker Goblin Hut Magic Archer

Defensive buildings

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

Bomb Tower Goblin Hut

Investments

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

Firecracker Elixir Golem Goblin Hut Golem Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Golem

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 Elixir Golem Hog Rider

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 Elixir Golem Hog Rider Golem Magic Archer

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.

Firecracker Hog Rider Golem Magic Archer

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 Elixir Golem Hog Rider
Giant Snowball
Goblin Gang Hog Rider Goblin Hut
Zap
Goblin Gang Firecracker Goblin Hut
Barbarian Barrel
Goblin Gang Firecracker Elixir Golem Bomb Tower Goblin Hut Magic Archer
The Log
Goblin Gang Firecracker Elixir Golem Hog Rider Goblin Hut
Earthquake
Goblin Gang Firecracker Elixir Golem Bomb Tower Hog Rider Goblin Hut
Arrows
Goblin Gang Firecracker Goblin Hut
Royal Delivery
Goblin Gang Firecracker Elixir Golem Hog Rider Goblin Hut Magic Archer
Fireball
Goblin Gang Firecracker Elixir Golem Bomb Tower Hog Rider Goblin Hut Magic Archer
Poison
Goblin Gang Firecracker Elixir Golem Bomb Tower Goblin Hut Magic Archer
Lightning
Bomb Tower Goblin Hut Magic Archer
Rocket
Bomb Tower Hog Rider Goblin Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower Magic Archer

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.

Elixir Golem Golem

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.

Goblin Gang Firecracker Elixir Golem Bomb Tower Hog Rider Magic Archer Goblin Hut Golem

Shortest cycle

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

13 Goblin Gang Firecracker Elixir Golem Bomb Tower

Attack Synergies 3 14

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
Hog Rider Firecracker Elixir Golem Goblin Hut Golem
Firecracker
Elixir Golem Hog Rider Goblin Gang Goblin Hut Golem
Elixir Golem
Firecracker Goblin Gang Hog Rider Goblin Hut Magic Archer
Bomb Tower
Hog Rider
Goblin Gang Firecracker Elixir Golem Goblin Hut Magic Archer
Goblin Hut
Goblin Gang Firecracker Elixir Golem Hog Rider Golem Magic Archer
Golem
Goblin Gang Firecracker Goblin Hut Magic Archer
Magic Archer
Elixir Golem Hog Rider Goblin Hut Golem

Defense Synergies 0 7

Goblin Gang
Firecracker Bomb Tower Goblin Hut Magic Archer
Firecracker
Goblin Gang Bomb Tower Goblin Hut
Elixir Golem
Bomb Tower
Goblin Gang Firecracker Magic Archer
Hog Rider
Goblin Hut
Goblin Gang Firecracker
Golem
Magic Archer
Goblin Gang Bomb Tower

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.

Firecracker Goblin Hut Magic Archer
Bomb Tower Goblin Gang Firecracker Goblin Hut
Goblin Gang Bomb Tower Goblin Hut
Bomb Tower Goblin Hut Goblin Gang Firecracker
Firecracker Bomb Tower
Goblin Gang Firecracker Bomb Tower Magic Archer
Goblin Gang Firecracker Bomb Tower Goblin Hut Magic Archer
Bomb Tower Magic Archer
Goblin Gang Bomb Tower Goblin Hut
Goblin Gang Firecracker
Goblin Gang Firecracker Bomb Tower Goblin Hut Magic Archer
Goblin Gang Firecracker Goblin Hut Magic Archer
Bomb Tower Goblin Hut Goblin Gang
Bomb Tower Goblin Gang Firecracker Goblin Hut Magic Archer
Goblin Gang Bomb Tower Goblin Hut
Bomb Tower Goblin Gang Goblin Hut
Bomb Tower Goblin Gang Firecracker Goblin Hut
Bomb Tower Goblin Gang Firecracker Goblin Hut Magic Archer
Bomb Tower Firecracker Goblin Hut Magic Archer
Bomb Tower Goblin Hut
Goblin Gang Firecracker Bomb Tower

Counters to secondary win conditions

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

Goblin Gang Goblin Hut
Goblin Gang Firecracker Bomb Tower Magic Archer
Goblin Gang Bomb Tower Goblin Hut
Goblin Gang
Goblin Gang Goblin Hut
Firecracker Goblin Gang Bomb Tower Goblin Hut Magic Archer
Goblin Gang Bomb Tower Goblin Hut
Bomb Tower
Firecracker Bomb Tower Goblin Hut Magic Archer
Goblin Gang Goblin Hut
Bomb Tower Goblin Hut
Goblin Gang Bomb Tower
Firecracker Bomb Tower Magic Archer
Goblin Gang Goblin Hut Firecracker Bomb Tower Magic Archer
Firecracker Bomb Tower Goblin Hut Magic Archer
Bomb Tower Goblin Hut

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.)

Magic Archer Firecracker
Firecracker Magic Archer
Goblin Hut Magic Archer
Firecracker
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Goblin Gang
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Goblin Hut Magic Archer
Firecracker Magic Archer
Firecracker Goblin Hut Magic Archer
Firecracker Goblin Hut Magic Archer
Magic Archer Firecracker Goblin Hut
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Goblin Hut
Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Goblin Gang Goblin Hut Magic Archer
Firecracker Magic Archer
Goblin Gang Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Goblin Gang Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker

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