My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

Defensive buildings

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

Goblin Cage

Investments

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

Knight Goblin Cage Baby Dragon Giant Skeleton Goblinstein

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows

Punishments

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

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.

Goblins Knight Wall Breakers Baby Dragon Giant Skeleton

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.

Giant Skeleton

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
Wall Breakers Giant Skeleton
Giant Snowball
Goblins Wall Breakers Baby Dragon
Zap
Goblins Wall Breakers
Barbarian Barrel
Goblins Knight Goblin Cage Wall Breakers Giant Skeleton
The Log
Goblins Goblin Cage Wall Breakers Giant Skeleton
Earthquake
Goblin Cage
Arrows
Goblins Wall Breakers
Royal Delivery
Goblins Knight Goblin Cage Wall Breakers Baby Dragon Giant Skeleton
Fireball
Goblin Cage Wall Breakers Baby Dragon
Poison
Goblin Cage
Lightning
Knight Goblin Cage Baby Dragon Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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.

Arrows Knight Baby Dragon Giant Skeleton

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.

Goblins

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.

Goblins Wall Breakers Arrows Knight Goblin Cage Baby Dragon Goblinstein Giant Skeleton

Shortest cycle

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

10 Goblins Wall Breakers Arrows Knight

Attack Synergies 2 9

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.

Goblins
Baby Dragon
Arrows
Knight Wall Breakers Giant Skeleton
Knight
Wall Breakers Baby Dragon Arrows
Goblin Cage
Wall Breakers Baby Dragon Giant Skeleton
Wall Breakers
Knight Arrows Goblin Cage Baby Dragon
Baby Dragon
Knight Goblins Goblin Cage Wall Breakers Giant Skeleton
Giant Skeleton
Arrows Goblin Cage Baby Dragon
Goblinstein

Defense Synergies 0 9

Goblins
Knight Goblin Cage Giant Skeleton
Arrows
Knight Giant Skeleton
Knight
Goblins Arrows Goblin Cage Baby Dragon
Goblin Cage
Goblins Knight Baby Dragon
Wall Breakers
Baby Dragon
Knight Goblin Cage Giant Skeleton
Giant Skeleton
Goblins Arrows Baby Dragon
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.

Knight Goblin Cage Baby Dragon
Goblins Knight Goblin Cage
Goblin Cage Goblins Knight Giant Skeleton
Goblin Cage Goblins Knight
Arrows Goblin Cage Giant Skeleton
Arrows Goblins Baby Dragon
Arrows Goblin Cage Baby Dragon
Arrows Goblin Cage Baby Dragon Giant Skeleton
Goblins Goblin Cage
Knight Goblins Giant Skeleton
Goblins Arrows Knight Baby Dragon Giant Skeleton
Arrows Baby Dragon
Goblin Cage Knight Giant Skeleton
Goblins Arrows Goblin Cage Baby Dragon
Knight Goblin Cage
Goblin Cage
Goblins Arrows Knight Goblin Cage
Arrows Goblin Cage Goblins Knight Baby Dragon
Arrows Goblin Cage Baby Dragon Knight Giant Skeleton
Goblin Cage
Goblins Arrows Knight Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Knight Goblins Goblin Cage Giant Skeleton
Arrows Knight Baby Dragon
Giant Skeleton Goblins Knight Goblin Cage
Giant Skeleton Knight Goblin Cage
Giant Skeleton Knight Goblin Cage
Arrows Baby Dragon
Goblins Knight Goblin Cage Giant Skeleton
Giant Skeleton Knight Goblin Cage
Goblin Cage Giant Skeleton Goblins Knight Baby Dragon
Goblin Cage
Knight Goblin Cage Giant Skeleton
Arrows Goblin Cage Giant Skeleton
Giant Skeleton Knight Goblin Cage
Goblin Cage Baby Dragon
Goblins Knight Goblin Cage Baby Dragon Giant Skeleton
Arrows Goblin Cage Baby Dragon Giant Skeleton
Arrows Goblin Cage

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.)

Arrows Knight Baby Dragon Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon Giant Skeleton
Arrows Knight Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Goblins
Arrows Knight
Arrows Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows
Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows
Knight Baby Dragon
Arrows Baby Dragon
Arrows Giant Skeleton
Baby Dragon Giant Skeleton
Baby Dragon Giant Skeleton

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