My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

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 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!
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.

Goblin Giant Night Witch Ram Rider

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.

Suspicious Bush Goblin Demolisher Goblin Giant Night Witch Ram Rider Monk

Offensive cards

Win conditions

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

Goblin Giant Ram Rider

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 Giant Ram Rider

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 Goblin Giant Ram Rider

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.

Ram Rider Monk

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
Goblin Demolisher Clone Night Witch Ram Rider
Giant Snowball
Goblins Clone Night Witch Ram Rider
Zap
Goblins Clone Goblin Giant Night Witch Ram Rider
Barbarian Barrel
Goblins Clone Night Witch
The Log
Goblins Suspicious Bush Goblin Demolisher Clone Ram Rider
Earthquake
Clone
Arrows
Goblins Suspicious Bush Clone Night Witch
Royal Delivery
Goblins Goblin Demolisher Clone Night Witch Ram Rider
Fireball
Suspicious Bush Clone Night Witch Ram Rider
Poison
Suspicious Bush Clone Night Witch
Lightning
Night Witch Ram Rider Monk
Rocket
Night Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher

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.

Suspicious Bush Goblin Demolisher Clone Night Witch

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Suspicious Bush Clone Goblin Demolisher Night Witch Ram Rider Monk Goblin Giant

Shortest cycle

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

11 Goblins Suspicious Bush Clone Goblin Demolisher

Attack Synergies 2 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
Suspicious Bush
Goblin Demolisher
Goblin Demolisher
Goblin Giant Suspicious Bush Ram Rider
Clone
Night Witch Goblin Giant
Goblin Giant
Goblin Demolisher Clone Night Witch
Night Witch
Clone Goblin Giant Monk
Ram Rider
Goblin Demolisher
Monk
Night Witch

Defense Synergies 0 3

Goblins
Goblin Demolisher Night Witch Monk
Suspicious Bush
Goblin Demolisher
Goblins
Clone
Goblin Giant
Night Witch
Goblins
Ram Rider
Monk
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.

Goblin Demolisher Goblin Giant Ram Rider
Goblins Night Witch Ram Rider Monk
Ram Rider Goblins Night Witch
Night Witch Goblins Ram Rider Monk
Goblin Demolisher Monk
Goblins Goblin Demolisher Night Witch
Ram Rider Night Witch
Goblin Giant Ram Rider Monk
Goblins Night Witch
Goblins Night Witch
Goblins Goblin Demolisher Goblin Giant Night Witch Ram Rider
Night Witch Ram Rider
Night Witch Ram Rider
Goblins Goblin Demolisher Night Witch
Ram Rider
Monk Ram Rider
Goblins Night Witch
Goblins Goblin Demolisher Night Witch Ram Rider
Goblin Demolisher Ram Rider
Ram Rider
Goblin Demolisher Goblins Goblin Giant Night Witch

Counters to secondary win conditions

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

Goblins
Monk
Goblins Goblin Giant Ram Rider
Goblin Giant Night Witch Ram Rider Monk
Goblin Giant Night Witch Ram Rider
Goblin Demolisher Goblin Giant Ram Rider Monk
Goblins Goblin Giant Night Witch Ram Rider
Goblin Giant
Goblins Monk
Goblin Giant
Monk Goblin Giant
Goblin Giant Night Witch Ram Rider
Goblin Demolisher
Goblins Goblin Giant Night Witch Monk

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.)

Monk
Monk Ram Rider
Goblin Giant
Goblin Demolisher
Goblin Giant Ram Rider Monk
Goblin Demolisher
Goblin Demolisher Ram Rider
Monk Ram Rider
Goblins Night Witch
Monk Ram Rider
Monk
Monk
Goblin Demolisher
Goblin Demolisher
Monk
Night Witch
Goblin Demolisher Monk
Goblin Demolisher Monk
Night Witch Monk
Monk
Monk
Goblin Demolisher
Ram Rider Monk
Ram Rider Monk
Night Witch
Night Witch
Night Witch
Monk
Monk
Night Witch
Ram Rider Monk
Monk
Goblin Giant Monk
Monk

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