My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Bats

Defensive buildings

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

Cannon Bomb Tower

Investments

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

Bats Skeleton Barrel

Offensive cards

Win conditions

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

Skeleton Barrel Royal Hogs

Damage spells

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

Barbarian Barrel

Punishments

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

Skeleton Barrel Royal Hogs

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 Skeleton Barrel Royal Hogs Barbarian Barrel

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.

Skeleton Barrel Royal Hogs

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
Bats Skeleton Barrel Royal Hogs Skeleton Army
Giant Snowball
Goblins Bats Cannon Skeleton Barrel Royal Hogs Skeleton Army
Zap
Goblins Bats Cannon Skeleton Barrel Royal Hogs Skeleton Army
Barbarian Barrel
Goblins Cannon Skeleton Barrel Bomb Tower Royal Hogs Skeleton Army
The Log
Goblins Cannon Skeleton Barrel Royal Hogs Skeleton Army
Earthquake
Cannon Bomb Tower Royal Hogs Skeleton Army
Arrows
Goblins Bats Skeleton Barrel Royal Hogs Skeleton Army
Royal Delivery
Goblins Bats Skeleton Barrel Royal Hogs Skeleton Army
Fireball
Cannon Skeleton Barrel Bomb Tower Royal Hogs Skeleton Army
Poison
Bats Cannon Skeleton Barrel Bomb Tower Royal Hogs Skeleton Army
Lightning
Cannon Bomb Tower
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Barbarian Barrel

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Bats Skeleton Barrel Skeleton Army

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.

Skeleton Army

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Barbarian Barrel Cannon Skeleton Barrel Skeleton Army Bomb Tower Royal Hogs

Shortest cycle

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

9 Goblins Bats Barbarian Barrel Cannon

Attack Synergies 1 4

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
Bats
Skeleton Barrel Royal Hogs Barbarian Barrel
Cannon
Skeleton Barrel
Bats Royal Hogs
Bomb Tower
Royal Hogs
Bats Skeleton Barrel Barbarian Barrel
Barbarian Barrel
Bats Royal Hogs
Skeleton Army

Defense Synergies 1 8

Goblins
Cannon Barbarian Barrel
Bats
Cannon Bomb Tower Barbarian Barrel
Cannon
Goblins Bats Barbarian Barrel Skeleton Army
Skeleton Barrel
Bomb Tower
Barbarian Barrel Bats Skeleton Army
Royal Hogs
Barbarian Barrel
Bomb Tower Goblins Bats Cannon
Skeleton Army
Cannon 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.

Cannon Skeleton Barrel Barbarian Barrel
Bomb Tower Skeleton Army Goblins Bats Cannon
Cannon Bomb Tower Skeleton Army Goblins Bats
Cannon Bomb Tower Skeleton Army Goblins Bats
Bomb Tower Barbarian Barrel Skeleton Army
Barbarian Barrel Skeleton Army Goblins Bats Cannon Bomb Tower
Bats Cannon Bomb Tower
Cannon Skeleton Barrel Bomb Tower Barbarian Barrel
Cannon Goblins Bomb Tower Skeleton Army
Skeleton Army Goblins Cannon Barbarian Barrel
Goblins Bats Skeleton Army Cannon Bomb Tower Barbarian Barrel
Bats
Cannon Bomb Tower Skeleton Army Bats
Bomb Tower Skeleton Army Goblins Bats Cannon Barbarian Barrel
Skeleton Army Cannon Bomb Tower
Bomb Tower Skeleton Army Cannon
Bomb Tower Goblins Bats Cannon Skeleton Army
Cannon Bomb Tower Goblins Bats Barbarian Barrel Skeleton Army
Bomb Tower Barbarian Barrel Bats Cannon
Cannon Bomb Tower
Skeleton Army Goblins Bats Cannon Bomb Tower Barbarian Barrel

Counters to secondary win conditions

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

Skeleton Army Goblins Barbarian Barrel
Skeleton Barrel Bomb Tower Barbarian Barrel
Skeleton Army Goblins Bats Bomb Tower
Skeleton Army Bats Barbarian Barrel
Cannon Skeleton Army
Bats Skeleton Barrel Bomb Tower
Skeleton Army Goblins Bats Bomb Tower
Bomb Tower Skeleton Army
Goblins Bats Bomb Tower Barbarian Barrel Skeleton Army
Cannon Skeleton Army
Bats Bomb Tower
Skeleton Army
Skeleton Army Cannon Bomb Tower
Cannon Bomb Tower Skeleton Army
Skeleton Army Goblins Bats Bomb Tower Barbarian Barrel
Bats Cannon Bomb Tower Barbarian Barrel
Cannon Bomb Tower

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.)

Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Barbarian Barrel
Bats Skeleton Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel
Goblins Bats
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Barbarian Barrel
Bats
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Barbarian Barrel
Skeleton Barrel Barbarian Barrel
Skeleton Barrel
Skeleton Barrel Barbarian Barrel
Bats
Bats Skeleton Barrel
Skeleton Barrel Bats Barbarian Barrel Skeleton Army
Barbarian Barrel
Skeleton Barrel
Bats
Bats
Skeleton Barrel Barbarian Barrel

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