My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

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 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Dart Goblin

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.

Suspicious Bush

Offensive cards

Win conditions

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

Goblin Barrel

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 Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblins Goblin Gang Dart Goblin

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.

Goblin Barrel

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 Goblin Curse Goblin Barrel Clone
Giant Snowball
Goblins Goblin Gang Dart Goblin Goblin Curse Goblin Barrel Clone
Zap
Goblins Goblin Gang Dart Goblin Goblin Curse Goblin Barrel Clone
Barbarian Barrel
Goblins Goblin Gang Dart Goblin Goblin Curse Goblin Barrel Clone
The Log
Goblins Goblin Gang Suspicious Bush Dart Goblin Goblin Curse Goblin Barrel Clone
Earthquake
Goblin Gang Goblin Barrel Clone
Arrows
Goblins Goblin Gang Suspicious Bush Dart Goblin Goblin Curse Goblin Barrel Clone
Royal Delivery
Goblins Goblin Gang Dart Goblin Goblin Barrel Clone
Fireball
Goblin Gang Suspicious Bush Dart Goblin Goblin Barrel Clone
Poison
Goblin Gang Suspicious Bush Dart Goblin Goblin Curse Clone
Lightning
Rocket

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.

Suspicious Bush Goblin Curse Clone

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.

Goblin Barrel

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 Goblin Gang Dart Goblin Goblin Barrel

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.

Mirror Goblins Suspicious Bush Goblin Curse Goblin Gang Dart Goblin Goblin Barrel Clone

Shortest cycle

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

6 Mirror Goblins Suspicious Bush Goblin Curse

Attack Synergies 3 5

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
Goblin Gang
Goblin Barrel Dart Goblin Mirror Clone
Suspicious Bush
Dart Goblin
Goblin Barrel Goblin Gang Mirror
Mirror
Goblin Barrel Goblin Gang Dart Goblin
Goblin Curse
Goblin Barrel
Goblin Gang Dart Goblin Mirror Clone
Clone
Goblin Gang Goblin Barrel

Defense Synergies 0 4

Goblins
Dart Goblin
Goblin Gang
Dart Goblin Mirror
Suspicious Bush
Dart Goblin
Goblins Goblin Gang Mirror
Mirror
Goblin Gang Dart Goblin
Goblin Curse
Goblin Barrel
Clone

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.

Dart Goblin
Goblins Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Goblins Dart Goblin Goblin Curse
Goblins Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Goblins Dart Goblin
Dart Goblin Goblin Gang Goblin Curse
Dart Goblin
Goblins Goblin Gang Goblin Curse
Goblin Gang Goblins Dart Goblin
Goblins Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Goblin Curse
Goblins Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Goblin Curse
Goblin Gang Goblin Curse
Goblins Goblin Gang
Goblins Goblin Gang Dart Goblin
Dart Goblin Goblin Curse
Dart Goblin Goblin Curse
Goblin Gang Goblins Dart Goblin Goblin Curse

Counters to secondary win conditions

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

Goblin Gang Goblins
Goblin Gang
Goblin Gang Goblins
Goblin Gang
Goblin Gang Goblin Curse
Goblin Gang Dart Goblin Goblin Curse
Goblin Gang Goblins Dart Goblin
Goblin Curse
Goblins
Goblin Gang Dart Goblin Goblin Curse
Dart Goblin
Goblin Gang Goblin Curse
Dart Goblin Goblin Curse
Goblin Gang Goblins Dart Goblin
Dart Goblin Goblin Curse

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
Dart Goblin Goblin Curse
Dart Goblin
Dart Goblin
Goblin Curse
Dart Goblin Goblin Curse
Dart Goblin
Dart Goblin Goblin Curse
Dart Goblin
Goblins Goblin Gang
Dart Goblin
Dart Goblin Goblin Curse
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Goblin Curse
Goblin Curse
Dart Goblin
Dart Goblin Goblin Curse
Dart Goblin Goblin Curse
Dart Goblin
Dart Goblin
Goblin Curse
Goblin Gang Dart Goblin
Dart Goblin Goblin Curse
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin
Goblin Gang Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin

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