My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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.

Spear Goblins Archers Goblin Hut

Defensive buildings

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

Cannon Goblin Hut

Investments

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

Spear Goblins Archers Knight Battle Ram Goblin Hut

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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 Spear Goblins Knight Barbarians Battle Ram

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
Spear Goblins Archers Battle Ram
Giant Snowball
Goblins Spear Goblins Archers Cannon Barbarians Battle Ram Goblin Hut
Zap
Goblins Spear Goblins Archers Cannon Battle Ram Goblin Hut
Barbarian Barrel
Goblins Spear Goblins Archers Knight Cannon Barbarians Battle Ram Goblin Hut
The Log
Goblins Spear Goblins Archers Cannon Barbarians Battle Ram Goblin Hut
Earthquake
Spear Goblins Archers Cannon Barbarians Goblin Hut
Arrows
Goblins Spear Goblins Archers Goblin Hut
Royal Delivery
Goblins Spear Goblins Archers Knight Barbarians Battle Ram Goblin Hut
Fireball
Archers Cannon Barbarians Battle Ram Goblin Hut
Poison
Spear Goblins Archers Cannon Barbarians Goblin Hut
Lightning
Knight Cannon Battle Ram Goblin Hut
Rocket
Barbarians Goblin 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.

Spear Goblins Knight Battle Ram

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 Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Spear Goblins Archers Knight Cannon Battle Ram Barbarians Goblin Hut

Shortest cycle

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

10 Goblins Spear Goblins Archers Knight

Attack Synergies 3 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.

Goblins
Archers Battle Ram
Spear Goblins
Knight Battle Ram Goblin Hut
Archers
Knight Goblins Battle Ram Goblin Hut
Knight
Spear Goblins Archers Battle Ram Goblin Hut
Cannon
Barbarians
Battle Ram
Knight Goblins Spear Goblins Archers Goblin Hut
Goblin Hut
Spear Goblins Archers Knight Battle Ram

Defense Synergies 3 10

Goblins
Archers Knight Cannon
Spear Goblins
Knight Archers Cannon Barbarians Goblin Hut
Archers
Knight Goblins Spear Goblins Cannon Goblin Hut
Knight
Spear Goblins Archers Cannon Goblins Goblin Hut
Cannon
Knight Goblins Spear Goblins Archers
Barbarians
Spear Goblins
Battle Ram
Goblin Hut
Spear Goblins Archers Knight

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.

Spear Goblins Knight Cannon Goblin Hut
Barbarians Goblins Knight Cannon Goblin Hut
Cannon Barbarians Goblin Hut Goblins Archers Knight
Cannon Barbarians Goblin Hut Goblins Knight
Barbarians
Goblins Spear Goblins Archers Cannon
Spear Goblins Archers Cannon Goblin Hut
Cannon Barbarians
Cannon Barbarians Goblins Goblin Hut
Knight Goblins Spear Goblins Archers Cannon Barbarians
Goblins Archers Barbarians Spear Goblins Knight Cannon Goblin Hut
Spear Goblins Archers Goblin Hut
Cannon Barbarians Goblin Hut Knight
Goblins Cannon Barbarians Goblin Hut
Barbarians Knight Cannon Goblin Hut
Barbarians Cannon Goblin Hut
Barbarians Goblins Knight Cannon Goblin Hut
Cannon Goblins Spear Goblins Archers Knight Barbarians Goblin Hut
Spear Goblins Archers Knight Cannon Barbarians Goblin Hut
Barbarians Cannon Goblin Hut
Goblins Spear Goblins Archers Knight Cannon Barbarians

Counters to secondary win conditions

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

Knight Barbarians Goblins Spear Goblins Archers Goblin Hut
Archers Knight
Barbarians Goblins Spear Goblins Knight Goblin Hut
Knight Barbarians
Barbarians Knight Cannon Goblin Hut
Archers Goblin Hut
Goblins Spear Goblins Archers Knight Barbarians Goblin Hut
Knight Barbarians
Goblins Spear Goblins Knight Barbarians Goblin Hut
Cannon Barbarians Goblin Hut
Knight Barbarians Goblin Hut
Barbarians
Barbarians Knight Cannon
Archers Cannon Barbarians
Barbarians Goblin Hut Goblins Spear Goblins Archers Knight
Archers Cannon Barbarians Goblin Hut
Cannon Goblin 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.)

Knight
Goblin Hut
Knight Barbarians
Spear Goblins
Archers
Goblins
Knight
Archers
Knight Goblin Hut
Goblin Hut
Spear Goblins Goblin Hut
Goblin Hut
Archers
Barbarians
Archers
Goblin Hut
Spear Goblins Archers Barbarians Goblin Hut
Archers
Knight

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