My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Spear Goblins Goblin Gang Electro Dragon

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.

Spear Goblins Electro Dragon Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Gang Electro Giant Mega Knight

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 Goblin Gang Electro Giant Mega Knight

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.

Electro Dragon

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 Goblin Gang
Giant Snowball
Goblins Spear Goblins Goblin Gang Electro Dragon
Zap
Goblins Spear Goblins Goblin Gang
Barbarian Barrel
Goblins Spear Goblins Goblin Gang
The Log
Goblins Spear Goblins Goblin Gang
Earthquake
Spear Goblins Goblin Gang
Arrows
Goblins Spear Goblins Goblin Gang
Royal Delivery
Goblins Spear Goblins Goblin Gang Electro Dragon
Fireball
Goblin Gang Electro Dragon
Poison
Spear Goblins Goblin Gang Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Electro Giant Mega Knight

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 Arrows Rage Electro Giant Mega Knight

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

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 Spear Goblins Rage Arrows Goblin Gang Electro Dragon Electro Giant Mega Knight

Shortest cycle

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

9 Goblins Spear Goblins Rage Arrows

Attack Synergies 0 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
Spear Goblins
Goblin Gang Mega Knight
Arrows
Mega Knight
Goblin Gang
Spear Goblins
Rage
Electro Dragon
Electro Dragon
Rage Mega Knight
Electro Giant
Mega Knight
Spear Goblins Arrows Electro Dragon

Defense Synergies 1 5

Goblins
Electro Dragon
Spear Goblins
Arrows Goblin Gang Electro Dragon Mega Knight
Arrows
Mega Knight Spear Goblins
Goblin Gang
Spear Goblins
Rage
Electro Dragon
Goblins Spear Goblins
Electro Giant
Mega Knight
Arrows Spear Goblins

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 Electro Dragon
Goblins Goblin Gang Electro Dragon Mega Knight
Goblin Gang Mega Knight Goblins Electro Dragon
Goblins Goblin Gang Electro Dragon Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Goblins Spear Goblins Electro Dragon Mega Knight
Spear Goblins Arrows Goblin Gang Electro Dragon
Arrows Electro Dragon Electro Giant Mega Knight
Goblins Goblin Gang
Goblin Gang Goblins Spear Goblins Mega Knight
Goblins Goblin Gang Spear Goblins Arrows Electro Dragon Electro Giant Mega Knight
Arrows Spear Goblins Goblin Gang Electro Dragon
Mega Knight Goblin Gang Electro Dragon
Mega Knight Goblins Arrows Goblin Gang Electro Dragon
Goblin Gang Mega Knight
Goblin Gang Electro Giant Mega Knight
Mega Knight Goblins Arrows Goblin Gang Electro Dragon
Arrows Mega Knight Goblins Spear Goblins Goblin Gang Electro Dragon
Arrows Spear Goblins Electro Dragon Mega Knight
Goblin Gang Mega Knight Goblins Spear Goblins Arrows Electro Dragon Electro Giant

Counters to secondary win conditions

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

Goblin Gang Mega Knight Goblins Spear Goblins Electro Giant
Arrows Goblin Gang Electro Dragon Mega Knight
Goblin Gang Mega Knight Goblins Spear Goblins Electro Dragon
Goblin Gang Mega Knight
Goblin Gang Mega Knight
Arrows Electro Giant Goblin Gang Electro Dragon
Goblin Gang Goblins Spear Goblins
Mega Knight
Electro Dragon Mega Knight Goblins Spear Goblins
Goblin Gang
Mega Knight Electro Dragon
Mega Knight Arrows Electro Giant
Mega Knight Goblin Gang
Electro Dragon Electro Giant Mega Knight
Goblin Gang Electro Dragon Electro Giant Goblins Spear Goblins
Arrows Mega Knight Electro Dragon Electro Giant
Arrows

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 Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Mega Knight
Arrows Electro Giant Spear Goblins Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Goblins Goblin Gang Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Spear Goblins Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows
Arrows Electro Dragon Mega Knight
Arrows Electro Dragon Electro Giant Mega Knight
Mega Knight
Arrows
Arrows Electro Dragon
Arrows Electro Giant Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows
Arrows Electro Dragon Electro Giant
Electro Dragon Electro Giant
Arrows Electro Dragon Mega Knight
Arrows Electro Dragon
Mega Knight
Arrows
Spear Goblins Goblin Gang Electro Dragon
Arrows Electro Dragon
Arrows
Goblin Gang Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows Electro Giant
Electro Dragon Mega Knight
Electro Dragon Electro Giant Goblin Gang
Electro Dragon
Electro Dragon Electro Giant Mega Knight
Electro Dragon Mega Knight

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