My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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 Goblin Gang Wizard

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 Bomber Wizard Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Missing

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 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 Barbarians Giant Skeleton 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.

Giant Skeleton

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 Bomber Goblin Gang Giant Skeleton
Giant Snowball
Goblins Spear Goblins Bomber Goblin Gang Barbarians
Zap
Goblins Spear Goblins Bomber Goblin Gang
Barbarian Barrel
Goblins Spear Goblins Bomber Goblin Gang Barbarians Wizard Giant Skeleton
The Log
Goblins Spear Goblins Bomber Goblin Gang Barbarians Giant Skeleton
Earthquake
Spear Goblins Bomber Goblin Gang Barbarians
Arrows
Goblins Spear Goblins Bomber Goblin Gang
Royal Delivery
Goblins Spear Goblins Bomber Goblin Gang Barbarians Wizard Giant Skeleton
Fireball
Bomber Goblin Gang Barbarians Wizard
Poison
Spear Goblins Bomber Goblin Gang Barbarians Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard 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 Giant Skeleton 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 Barbarians Wizard

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 Bomber Goblin Gang Barbarians Wizard Giant Skeleton Mega Knight

Shortest cycle

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

9 Goblins Spear Goblins Bomber Goblin Gang

Attack Synergies 0 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
Spear Goblins
Goblin Gang Giant Skeleton Mega Knight
Bomber
Giant Skeleton Mega Knight
Goblin Gang
Spear Goblins Giant Skeleton
Barbarians
Wizard
Giant Skeleton Mega Knight
Giant Skeleton
Spear Goblins Bomber Goblin Gang Wizard
Mega Knight
Spear Goblins Bomber Wizard

Defense Synergies 0 11

Goblins
Bomber Wizard Giant Skeleton
Spear Goblins
Goblin Gang Barbarians Giant Skeleton Mega Knight
Bomber
Goblins
Goblin Gang
Spear Goblins Barbarians Giant Skeleton
Barbarians
Spear Goblins Goblin Gang
Wizard
Goblins Giant Skeleton Mega Knight
Giant Skeleton
Goblins Spear Goblins Goblin Gang Wizard
Mega Knight
Spear Goblins Wizard

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 Bomber Wizard
Barbarians Goblins Goblin Gang Mega Knight
Goblin Gang Barbarians Mega Knight Goblins Bomber Giant Skeleton
Barbarians Goblins Goblin Gang Mega Knight
Bomber Barbarians Giant Skeleton Mega Knight
Goblin Gang Goblins Spear Goblins Bomber Mega Knight
Spear Goblins Goblin Gang Wizard
Barbarians Giant Skeleton Mega Knight
Barbarians Goblins Goblin Gang
Goblin Gang Goblins Spear Goblins Bomber Barbarians Giant Skeleton Mega Knight
Goblins Goblin Gang Barbarians Spear Goblins Bomber Wizard Giant Skeleton Mega Knight
Spear Goblins Goblin Gang Wizard
Barbarians Mega Knight Bomber Goblin Gang Wizard Giant Skeleton
Bomber Wizard Mega Knight Goblins Goblin Gang Barbarians
Barbarians Goblin Gang Mega Knight
Barbarians Goblin Gang Mega Knight
Barbarians Wizard Mega Knight Goblins Bomber Goblin Gang
Mega Knight Goblins Spear Goblins Bomber Goblin Gang Barbarians Wizard
Wizard Spear Goblins Bomber Barbarians Giant Skeleton Mega Knight
Barbarians
Bomber Goblin Gang Wizard Mega Knight Goblins Spear Goblins Barbarians Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Barbarians Mega Knight Goblins Spear Goblins Giant Skeleton
Bomber Goblin Gang Wizard Mega Knight
Goblin Gang Barbarians Giant Skeleton Mega Knight Goblins Spear Goblins
Goblin Gang Giant Skeleton Mega Knight Barbarians
Barbarians Giant Skeleton Goblin Gang Mega Knight
Wizard Goblin Gang
Goblin Gang Goblins Spear Goblins Barbarians Giant Skeleton
Giant Skeleton Mega Knight Barbarians
Giant Skeleton Mega Knight Goblins Spear Goblins Barbarians
Goblin Gang Barbarians
Mega Knight Barbarians Giant Skeleton
Mega Knight Barbarians Giant Skeleton
Barbarians Giant Skeleton Mega Knight Goblin Gang Wizard
Wizard Bomber Barbarians Mega Knight
Goblin Gang Barbarians Goblins Spear Goblins Bomber Giant Skeleton
Mega Knight Bomber Barbarians Wizard Giant Skeleton
Bomber

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.)

Giant Skeleton
Giant Skeleton
Barbarians Giant Skeleton
Bomber Wizard Mega Knight
Wizard Spear Goblins
Bomber Wizard
Wizard
Wizard
Goblins Goblin Gang
Wizard
Wizard
Spear Goblins Bomber Wizard
Wizard Mega Knight
Bomber
Bomber Wizard Mega Knight
Bomber Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Barbarians
Bomber Wizard Mega Knight
Wizard
Wizard Mega Knight
Wizard
Wizard
Bomber Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Spear Goblins Goblin Gang Barbarians
Wizard
Goblin Gang Wizard Mega Knight
Bomber Wizard
Giant Skeleton
Mega Knight
Goblin Gang Giant Skeleton
Giant Skeleton Mega Knight
Wizard Mega Knight

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