My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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 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!
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!

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 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 Knight Elixir Golem Prince Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

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 Elixir Golem Prince

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 Goblin Gang Elixir Golem Prince

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 Wizard

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 Elixir Golem Skeleton Army Prince
Giant Snowball
Goblins Spear Goblins Goblin Gang Skeleton Army
Zap
Goblins Spear Goblins Goblin Gang Skeleton Army Prince
Barbarian Barrel
Goblins Spear Goblins Knight Goblin Gang Elixir Golem Skeleton Army Electro Wizard
The Log
Goblins Spear Goblins Goblin Gang Elixir Golem Skeleton Army Prince
Earthquake
Spear Goblins Goblin Gang Elixir Golem Skeleton Army
Arrows
Goblins Spear Goblins Goblin Gang Skeleton Army
Royal Delivery
Goblins Spear Goblins Knight Goblin Gang Elixir Golem Skeleton Army Prince Electro Wizard
Fireball
Goblin Gang Elixir Golem Skeleton Army Electro Wizard
Poison
Spear Goblins Goblin Gang Elixir Golem Skeleton Army Electro Wizard
Lightning
Knight Prince Electro Wizard
Rocket
Prince

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 Knight Elixir Golem Skeleton Army Prince

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.

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 Electro 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.

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 Knight Goblin Gang Elixir Golem Skeleton Army Electro Wizard Prince

Shortest cycle

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

10 Goblins Spear Goblins Knight Goblin Gang

Attack Synergies 2 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
Knight Goblin Gang Elixir Golem Prince
Knight
Spear Goblins Goblin Gang Prince Electro Wizard
Goblin Gang
Knight Spear Goblins Elixir Golem Prince
Elixir Golem
Spear Goblins Goblin Gang
Skeleton Army
Prince
Spear Goblins Knight Goblin Gang Electro Wizard
Electro Wizard
Knight Prince

Defense Synergies 3 13

Goblins
Knight Electro Wizard
Spear Goblins
Knight Goblin Gang Skeleton Army Prince Electro Wizard
Knight
Spear Goblins Goblin Gang Electro Wizard Goblins Skeleton Army
Goblin Gang
Knight Spear Goblins Skeleton Army Prince Electro Wizard
Elixir Golem
Skeleton Army
Spear Goblins Knight Goblin Gang Prince Electro Wizard
Prince
Spear Goblins Goblin Gang Skeleton Army Electro Wizard
Electro Wizard
Knight Goblins Spear Goblins Goblin Gang Skeleton Army Prince

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 Electro Wizard
Skeleton Army Goblins Knight Goblin Gang Prince Electro Wizard
Goblin Gang Skeleton Army Prince Goblins Knight Electro Wizard
Skeleton Army Prince Goblins Knight Goblin Gang Electro Wizard
Skeleton Army Prince
Goblin Gang Skeleton Army Goblins Spear Goblins Electro Wizard
Electro Wizard Spear Goblins Goblin Gang
Electro Wizard
Goblins Goblin Gang Skeleton Army Prince
Knight Goblin Gang Skeleton Army Goblins Spear Goblins Prince Electro Wizard
Goblins Goblin Gang Skeleton Army Electro Wizard Spear Goblins Knight
Spear Goblins Goblin Gang Electro Wizard
Skeleton Army Prince Knight Goblin Gang Electro Wizard
Skeleton Army Goblins Goblin Gang Prince Electro Wizard
Skeleton Army Knight Goblin Gang Prince Electro Wizard
Skeleton Army Goblin Gang Prince Electro Wizard
Goblins Knight Goblin Gang Skeleton Army Prince Electro Wizard
Goblins Spear Goblins Knight Goblin Gang Skeleton Army Prince Electro Wizard
Spear Goblins Knight Electro Wizard
Prince Electro Wizard
Goblin Gang Skeleton Army Goblins Spear Goblins Knight Prince Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Goblins Spear Goblins Prince Electro Wizard
Electro Wizard Knight Goblin Gang Prince
Goblin Gang Skeleton Army Goblins Spear Goblins Knight Prince Electro Wizard
Goblin Gang Skeleton Army Prince Knight Electro Wizard
Knight Goblin Gang Skeleton Army Prince
Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Prince Goblins Spear Goblins Knight Electro Wizard
Knight Skeleton Army Prince
Electro Wizard Goblins Spear Goblins Knight Skeleton Army Prince
Goblin Gang Skeleton Army
Knight Prince
Skeleton Army Prince Electro Wizard
Skeleton Army Prince Knight Goblin Gang
Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Goblins Spear Goblins Knight Prince
Electro Wizard

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
Electro Wizard
Knight Prince
Spear Goblins
Goblins Goblin Gang Prince Electro Wizard
Knight Prince Electro Wizard
Knight
Prince
Spear Goblins
Prince Electro Wizard
Prince
Prince
Electro Wizard
Prince
Electro Wizard
Electro Wizard
Electro Wizard
Prince
Electro Wizard Spear Goblins Goblin Gang Skeleton Army Prince
Electro Wizard
Knight Goblin Gang Prince Electro Wizard
Prince
Goblin Gang Electro Wizard
Electro Wizard
Prince Electro Wizard

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