My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Bad
Versatility
RIP
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 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-ground high-damage unit!

You don't have a unit, that attacks ground 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Hut

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Giant Goblin Hut Elixir Collector Royal Ghost Fisherman Skeleton King

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Rocket

Punishments

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

Hog Rider Giant Royal Ghost

Pump responses

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

Rocket Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Giant Royal Ghost Skeleton King

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.

Hog Rider Royal Ghost

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
Hog Rider Giant Fisherman Skeleton King
Giant Snowball
Hog Rider Goblin Hut Fisherman Skeleton King
Zap
Goblin Hut Fisherman Skeleton King
Barbarian Barrel
Goblin Hut Royal Ghost Skeleton King
The Log
Hog Rider Goblin Hut Fisherman Skeleton King
Earthquake
Hog Rider Goblin Hut Elixir Collector Skeleton King
Arrows
Goblin Hut Skeleton King
Royal Delivery
Hog Rider Goblin Hut Royal Ghost Fisherman Skeleton King
Fireball
Hog Rider Goblin Hut Elixir Collector Fisherman Skeleton King
Poison
Goblin Hut Elixir Collector Fisherman Skeleton King
Lightning
Goblin Hut Elixir Collector Fisherman Skeleton King
Rocket
Hog Rider Goblin Hut Elixir Collector Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Royal Ghost Skeleton King

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.

Rocket Elixir Collector Royal Ghost

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.

Royal Ghost Fisherman Hog Rider Skeleton King Giant Goblin Hut Rocket Elixir Collector

Shortest cycle

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

14 Royal Ghost Fisherman Hog Rider Skeleton King

Attack Synergies 0 10

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.

Hog Rider
Giant Goblin Hut Rocket
Giant
Hog Rider Goblin Hut Rocket Royal Ghost Fisherman
Goblin Hut
Hog Rider Giant Royal Ghost Fisherman
Rocket
Hog Rider Giant
Elixir Collector
Royal Ghost
Giant Goblin Hut Fisherman
Fisherman
Giant Goblin Hut Royal Ghost
Skeleton King

Defense Synergies 0 2

Hog Rider
Giant
Goblin Hut
Royal Ghost
Rocket
Elixir Collector
Royal Ghost
Goblin Hut
Fisherman
Skeleton King
Skeleton King
Fisherman

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.

Rocket Goblin Hut
Goblin Hut Fisherman
Goblin Hut Rocket Fisherman
Goblin Hut Fisherman Skeleton King
Rocket
Royal Ghost
Rocket Goblin Hut
Rocket
Goblin Hut Fisherman Skeleton King
Royal Ghost Fisherman
Goblin Hut Royal Ghost Fisherman Skeleton King
Goblin Hut
Goblin Hut Rocket
Rocket Goblin Hut Royal Ghost Skeleton King
Goblin Hut Skeleton King
Rocket Goblin Hut Fisherman
Goblin Hut Fisherman
Goblin Hut Royal Ghost Fisherman
Goblin Hut Royal Ghost Fisherman
Goblin Hut Fisherman
Royal Ghost Fisherman

Counters to secondary win conditions

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

Goblin Hut Royal Ghost Fisherman
Rocket Royal Ghost Fisherman
Goblin Hut Rocket Fisherman
Rocket Fisherman
Goblin Hut Fisherman
Rocket Goblin Hut
Rocket Goblin Hut
Fisherman
Rocket Goblin Hut
Goblin Hut
Goblin Hut
Rocket
Rocket Skeleton King
Goblin Hut Rocket Fisherman Skeleton King
Goblin Hut Royal Ghost Skeleton King
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.)

Rocket Royal Ghost
Royal Ghost Fisherman
Rocket Goblin Hut
Rocket
Rocket
Rocket
Fisherman
Rocket Fisherman
Rocket Fisherman
Rocket
Rocket Goblin Hut Fisherman
Rocket Fisherman
Goblin Hut Fisherman
Rocket Goblin Hut
Goblin Hut Rocket
Rocket
Rocket Fisherman
Rocket Fisherman
Rocket
Rocket
Rocket
Rocket Fisherman
Rocket
Fisherman
Royal Ghost Fisherman
Fisherman
Rocket Fisherman
Rocket Goblin Hut
Rocket
Rocket
Rocket
Goblin Hut Rocket
Rocket
Rocket
Skeleton King
Rocket
Rocket Skeleton King
Rocket
Rocket Royal Ghost
Rocket

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