My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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.

Goblin Gang Dart Goblin Inferno Tower Goblin Giant

Defensive buildings

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

Tombstone Inferno Tower Barbarian Hut

Investments

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

Tombstone Barbarian Hut Goblin Giant Fisherman

Offensive cards

Win conditions

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

Hog Rider 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 Gang Hog Rider 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.

Goblin Gang Dart Goblin Hog Rider 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.

Hog Rider

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 Fisherman
Giant Snowball
Goblin Gang Tombstone Dart Goblin Hog Rider Fisherman
Zap
Goblin Gang Tombstone Dart Goblin Inferno Tower Goblin Giant Fisherman
Barbarian Barrel
Goblin Gang Tombstone Dart Goblin Inferno Tower Barbarian Hut
The Log
Goblin Gang Tombstone Dart Goblin Hog Rider Barbarian Hut Fisherman
Earthquake
Goblin Gang Tombstone Hog Rider Inferno Tower Barbarian Hut
Arrows
Goblin Gang Tombstone Dart Goblin
Royal Delivery
Goblin Gang Dart Goblin Hog Rider Fisherman
Fireball
Goblin Gang Tombstone Dart Goblin Hog Rider Inferno Tower Barbarian Hut Fisherman
Poison
Goblin Gang Tombstone Dart Goblin Inferno Tower Barbarian Hut Fisherman
Lightning
Tombstone Inferno Tower Barbarian Hut Fisherman
Rocket
Hog Rider Inferno Tower Barbarian Hut

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 Inferno Tower

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 Dart Goblin

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 Tombstone Dart Goblin Fisherman Hog Rider Inferno Tower Barbarian Hut Goblin Giant

Shortest cycle

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

12 Goblin Gang Tombstone Dart Goblin Fisherman

Attack Synergies 1 8

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 Dart Goblin Barbarian Hut Goblin Giant
Tombstone
Dart Goblin
Goblin Gang Hog Rider Barbarian Hut Goblin Giant
Hog Rider
Goblin Gang Dart Goblin Barbarian Hut
Inferno Tower
Barbarian Hut
Goblin Gang Dart Goblin Hog Rider
Goblin Giant
Goblin Gang Dart Goblin Fisherman
Fisherman
Goblin Giant

Defense Synergies 2 9

Goblin Gang
Inferno Tower Tombstone Dart Goblin Barbarian Hut Fisherman
Tombstone
Dart Goblin Goblin Gang
Dart Goblin
Tombstone Goblin Gang Inferno Tower Barbarian Hut Goblin Giant Fisherman
Hog Rider
Inferno Tower
Goblin Gang Dart Goblin Fisherman
Barbarian Hut
Goblin Gang Dart Goblin
Goblin Giant
Dart Goblin
Fisherman
Goblin Gang Dart Goblin Inferno 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.

Barbarian Hut Tombstone Dart Goblin Inferno Tower Goblin Giant
Inferno Tower Barbarian Hut Goblin Gang Tombstone Dart Goblin Fisherman
Goblin Gang Inferno Tower Barbarian Hut Fisherman Tombstone Dart Goblin
Inferno Tower Barbarian Hut Goblin Gang Tombstone Dart Goblin Fisherman
Tombstone
Goblin Gang Dart Goblin
Dart Goblin Inferno Tower Goblin Gang Tombstone Barbarian Hut
Barbarian Hut Dart Goblin Inferno Tower Goblin Giant
Inferno Tower Barbarian Hut Goblin Gang Tombstone Fisherman
Goblin Gang Dart Goblin Inferno Tower Fisherman
Goblin Gang Dart Goblin Tombstone Goblin Giant Fisherman
Inferno Tower Goblin Gang Dart Goblin Barbarian Hut
Tombstone Inferno Tower Barbarian Hut Goblin Gang
Barbarian Hut Goblin Gang Tombstone Dart Goblin
Inferno Tower Barbarian Hut Goblin Gang Tombstone
Inferno Tower Barbarian Hut Goblin Gang Fisherman
Barbarian Hut Goblin Gang Tombstone Inferno Tower Fisherman
Tombstone Goblin Gang Dart Goblin Barbarian Hut Fisherman
Tombstone Dart Goblin Barbarian Hut Fisherman
Barbarian Hut Dart Goblin Inferno Tower Fisherman
Goblin Gang Dart Goblin Goblin Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Barbarian Hut Tombstone Inferno Tower Fisherman
Goblin Gang Fisherman
Goblin Gang Tombstone Inferno Tower Barbarian Hut Goblin Giant Fisherman
Goblin Gang Inferno Tower Barbarian Hut Goblin Giant Fisherman
Inferno Tower Barbarian Hut Goblin Gang Tombstone Goblin Giant Fisherman
Goblin Gang Dart Goblin Goblin Giant
Goblin Gang Tombstone Dart Goblin Inferno Tower Barbarian Hut Goblin Giant
Inferno Tower Barbarian Hut Goblin Giant Fisherman
Tombstone Inferno Tower Barbarian Hut
Inferno Tower Goblin Gang Tombstone Dart Goblin Barbarian Hut Goblin Giant
Tombstone Dart Goblin Inferno Tower
Goblin Giant
Goblin Gang Tombstone Inferno Tower Barbarian Hut Goblin Giant
Dart Goblin Barbarian Hut
Goblin Gang Tombstone Inferno Tower Dart Goblin Barbarian Hut Goblin Giant Fisherman
Dart Goblin Inferno Tower Barbarian Hut
Tombstone Inferno Tower Barbarian 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.)

Dart Goblin Barbarian Hut
Dart Goblin Fisherman
Dart Goblin Barbarian Hut Goblin Giant
Dart Goblin Barbarian Hut
Dart Goblin Goblin Giant
Dart Goblin
Dart Goblin Barbarian Hut
Dart Goblin Fisherman
Goblin Gang Fisherman
Dart Goblin Fisherman
Dart Goblin
Dart Goblin Barbarian Hut Fisherman
Dart Goblin Fisherman
Dart Goblin Barbarian Hut Fisherman
Dart Goblin Barbarian Hut
Dart Goblin Barbarian Hut
Fisherman
Dart Goblin Fisherman
Dart Goblin
Fisherman
Barbarian Hut
Fisherman
Dart Goblin Fisherman
Fisherman
Dart Goblin Fisherman
Dart Goblin
Dart Goblin
Dart Goblin
Goblin Gang Tombstone Dart Goblin Barbarian Hut
Dart Goblin
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin Goblin Giant

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