My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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 Magic Archer

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.

Battle Ram Bandit Magic Archer Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider Miner

Damage spells

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

Goblin Curse

Punishments

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

Goblin Gang Battle Ram Hog Rider Miner Bandit Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Battle Ram Hog Rider Bandit Magic Archer Mega Knight

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 Miner Bandit 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 Battle Ram Hog Rider Goblin Curse Miner Bandit
Giant Snowball
Goblin Gang Battle Ram Hog Rider Goblin Curse Miner
Zap
Goblin Gang Battle Ram Goblin Curse Bandit
Barbarian Barrel
Goblin Gang Battle Ram Goblin Curse Bandit Magic Archer
The Log
Goblin Gang Battle Ram Hog Rider Goblin Curse Bandit
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang Goblin Curse
Royal Delivery
Goblin Gang Battle Ram Hog Rider Miner Bandit Magic Archer
Fireball
Goblin Gang Battle Ram Hog Rider Bandit Magic Archer
Poison
Goblin Gang Goblin Curse Magic Archer
Lightning
Battle Ram Bandit Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer Mega Knight

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 Curse Miner Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Goblin Gang Miner Bandit Battle Ram Hog Rider Magic Archer Mega Knight

Shortest cycle

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

11 Goblin Curse Goblin Gang Miner Bandit

Attack Synergies 4 12

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 Miner Battle Ram Bandit
Battle Ram
Bandit Magic Archer Goblin Gang
Hog Rider
Goblin Gang Bandit Magic Archer Mega Knight
Goblin Curse
Magic Archer
Miner
Goblin Gang Bandit Magic Archer Mega Knight
Bandit
Battle Ram Goblin Gang Hog Rider Miner Magic Archer Mega Knight
Magic Archer
Battle Ram Hog Rider Goblin Curse Miner Bandit Mega Knight
Mega Knight
Hog Rider Miner Bandit Magic Archer

Defense Synergies 0 7

Goblin Gang
Miner Bandit Magic Archer
Battle Ram
Hog Rider
Goblin Curse
Miner
Goblin Gang Mega Knight
Bandit
Goblin Gang Magic Archer Mega Knight
Magic Archer
Goblin Gang Bandit Mega Knight
Mega Knight
Miner Bandit Magic Archer

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.

Magic Archer
Goblin Gang Goblin Curse Bandit Mega Knight
Goblin Gang Mega Knight Goblin Curse Bandit
Goblin Gang Goblin Curse Bandit Mega Knight
Mega Knight
Goblin Gang Bandit Magic Archer Mega Knight
Goblin Gang Goblin Curse Magic Archer
Bandit Magic Archer Mega Knight
Goblin Gang Goblin Curse
Goblin Gang Miner Bandit Mega Knight
Goblin Gang Goblin Curse Bandit Magic Archer Mega Knight
Goblin Gang Goblin Curse Magic Archer
Mega Knight Goblin Gang Goblin Curse Bandit
Mega Knight Goblin Gang Goblin Curse Magic Archer
Goblin Gang Goblin Curse Bandit Mega Knight
Goblin Gang Goblin Curse Bandit Mega Knight
Mega Knight Goblin Gang
Mega Knight Goblin Gang Bandit Magic Archer
Goblin Curse Bandit Magic Archer Mega Knight
Goblin Curse
Goblin Gang Mega Knight Goblin Curse Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Bandit
Bandit Goblin Gang Miner Magic Archer Mega Knight
Goblin Gang Bandit Mega Knight
Goblin Gang Mega Knight Bandit
Goblin Gang Goblin Curse Bandit Mega Knight
Goblin Gang Goblin Curse Magic Archer
Goblin Gang Bandit
Mega Knight Goblin Curse
Mega Knight Bandit Magic Archer
Goblin Gang Goblin Curse
Mega Knight
Mega Knight
Mega Knight Goblin Gang Goblin Curse Bandit
Goblin Curse Magic Archer Mega Knight
Goblin Gang Magic Archer
Mega Knight Goblin Curse Magic Archer

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 Bandit
Goblin Curse Miner Bandit Magic Archer
Miner Bandit Magic Archer
Goblin Curse Magic Archer Mega Knight
Goblin Curse Magic Archer
Magic Archer
Goblin Curse Magic Archer
Miner Bandit
Goblin Gang
Miner Bandit Magic Archer
Goblin Curse Magic Archer
Miner Bandit Magic Archer
Bandit Magic Archer
Magic Archer
Bandit Magic Archer
Magic Archer Bandit Mega Knight
Bandit Magic Archer Mega Knight
Goblin Curse Miner Magic Archer Mega Knight
Magic Archer Mega Knight
Goblin Curse Magic Archer Mega Knight
Miner Bandit Magic Archer
Miner Bandit Magic Archer Mega Knight
Miner Goblin Curse Bandit Magic Archer
Goblin Curse Magic Archer
Miner Bandit Magic Archer Mega Knight
Magic Archer
Mega Knight
Goblin Curse Magic Archer
Goblin Gang Bandit Magic Archer
Goblin Curse Magic Archer
Miner Goblin Gang Magic Archer Mega Knight
Magic Archer
Mega Knight
Goblin Gang Magic Archer
Magic Archer
Miner Bandit Magic Archer Mega Knight
Mega Knight

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