My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Goblin Gang Goblin Hut

Defensive buildings

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

Goblin Hut Goblin Drill

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 Bats Goblin Hut

Offensive cards

Win conditions

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

Goblin Barrel Goblin Drill

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.

Goblin Gang Goblin Barrel

Pump responses

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

Goblin Barrel Goblin Drill

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

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 Goblin Drill

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 Bats Goblin Gang Goblin Barrel Skeleton Army Goblin Drill
Giant Snowball
Goblins Spear Goblins Bats Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Zap
Goblins Spear Goblins Bats Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Barbarian Barrel
Goblins Spear Goblins Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
The Log
Goblins Spear Goblins Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Earthquake
Spear Goblins Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Arrows
Goblins Spear Goblins Bats Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Royal Delivery
Goblins Spear Goblins Bats Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Fireball
Goblin Gang Goblin Hut Goblin Barrel Skeleton Army Goblin Drill
Poison
Spear Goblins Bats Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Lightning
Goblin Hut
Rocket
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

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.

Spear Goblins Bats Skeleton Army Goblin Drill

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 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 Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Spear Goblins Bats Goblin Gang Goblin Barrel Skeleton Army Goblin Drill Goblin Hut

Shortest cycle

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

9 Goblins Spear Goblins Bats Goblin Gang

Attack Synergies 2 11

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 Drill
Spear Goblins
Goblin Barrel Goblin Gang Goblin Hut Goblin Drill
Bats
Goblin Barrel Goblin Drill
Goblin Gang
Goblin Barrel Spear Goblins Goblin Hut Goblin Drill
Goblin Hut
Spear Goblins Goblin Gang Goblin Barrel
Goblin Barrel
Spear Goblins Goblin Gang Bats Goblin Hut Skeleton Army Goblin Drill
Skeleton Army
Goblin Barrel
Goblin Drill
Goblins Spear Goblins Bats Goblin Gang Goblin Barrel

Defense Synergies 0 11

Goblins
Spear Goblins
Bats Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Bats
Spear Goblins Goblin Drill
Goblin Gang
Spear Goblins Goblin Hut Skeleton Army Goblin Drill
Goblin Hut
Spear Goblins Goblin Gang Skeleton Army
Goblin Barrel
Skeleton Army
Spear Goblins Goblin Gang Goblin Hut Goblin Drill
Goblin Drill
Spear Goblins Bats Goblin Gang Skeleton Army

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 Goblin Hut
Skeleton Army Goblins Bats Goblin Gang Goblin Hut Goblin Drill
Goblin Gang Goblin Hut Skeleton Army Goblins Bats Goblin Drill
Goblin Hut Skeleton Army Goblins Bats Goblin Gang Goblin Drill
Skeleton Army
Goblin Gang Skeleton Army Goblins Spear Goblins Bats
Bats Spear Goblins Goblin Gang Goblin Hut
Goblins Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Goblin Gang Skeleton Army Goblins Spear Goblins
Goblins Bats Goblin Gang Skeleton Army Spear Goblins Goblin Hut Goblin Drill
Spear Goblins Bats Goblin Gang Goblin Hut
Goblin Hut Skeleton Army Goblin Drill Bats Goblin Gang
Skeleton Army Goblins Bats Goblin Gang Goblin Hut Goblin Drill
Skeleton Army Goblin Gang Goblin Hut Goblin Drill
Skeleton Army Goblin Gang Goblin Hut Goblin Drill
Goblins Bats Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Goblins Spear Goblins Bats Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Goblin Drill Spear Goblins Bats Goblin Hut
Goblin Hut Goblin Drill
Goblin Gang Skeleton Army Goblins Spear Goblins Bats

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Goblins Spear Goblins Goblin Hut
Goblin Gang
Goblin Gang Skeleton Army Goblins Spear Goblins Bats Goblin Hut
Goblin Gang Skeleton Army Bats
Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Bats Goblin Gang Goblin Hut
Goblin Gang Skeleton Army Goblins Spear Goblins Bats Goblin Hut
Skeleton Army
Goblins Spear Goblins Bats Goblin Hut Skeleton Army
Goblin Gang Goblin Hut Skeleton Army Goblin Drill
Bats Goblin Hut
Skeleton Army
Skeleton Army Goblin Gang
Skeleton Army
Goblin Gang Goblin Hut Skeleton Army Goblins Spear Goblins Bats Goblin Drill
Bats Goblin Hut
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.)

Goblin Drill
Goblin Hut Goblin Drill
Spear Goblins Bats
Goblins Bats Goblin Gang
Goblin Hut
Goblin Hut
Spear Goblins Goblin Hut Goblin Drill
Goblin Hut
Bats
Goblin Drill
Bats
Bats Goblin Hut
Spear Goblins Bats Goblin Gang Goblin Hut Skeleton Army
Goblin Gang
Bats Goblin Gang
Bats

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: