My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minions Goblin Gang 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.

Goblin Hut

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball Poison

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.

Fireball Goblin Barrel Poison

Dropped at the bridge

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

Goblin Gang Barbarians

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

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
Minions Goblin Gang Goblin Barrel Skeleton Army
Giant Snowball
Minions Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
Zap
Minions Goblin Gang Goblin Hut Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
The Log
Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
Earthquake
Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
Arrows
Minions Goblin Gang Goblin Hut Goblin Barrel Skeleton Army
Royal Delivery
Minions Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
Fireball
Minions Goblin Gang Barbarians Goblin Hut Goblin Barrel Skeleton Army
Poison
Minions Goblin Gang Barbarians Goblin Hut Skeleton Army
Lightning
Goblin Hut
Rocket
Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Poison

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.

Skeleton Army Poison

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.

Fireball 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.

Minions Goblin Gang Barbarians Fireball 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.

Minions Goblin Gang Goblin Barrel Skeleton Army Fireball Poison Barbarians Goblin Hut

Shortest cycle

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

12 Minions Goblin Gang Goblin Barrel Skeleton Army

Attack Synergies 1 3

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.

Minions
Goblin Gang
Goblin Barrel Goblin Hut
Barbarians
Fireball
Goblin Hut
Goblin Gang Goblin Barrel
Goblin Barrel
Goblin Gang Goblin Hut Skeleton Army
Skeleton Army
Goblin Barrel
Poison

Defense Synergies 0 6

Minions
Goblin Gang
Barbarians Goblin Hut Skeleton Army
Barbarians
Goblin Gang Skeleton Army
Fireball
Goblin Hut
Goblin Hut
Goblin Gang Fireball Skeleton Army
Goblin Barrel
Skeleton Army
Goblin Gang Barbarians Goblin Hut
Poison

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.

Minions Fireball Goblin Hut
Barbarians Skeleton Army Minions Goblin Gang Goblin Hut
Goblin Gang Barbarians Goblin Hut Skeleton Army Minions
Barbarians Goblin Hut Skeleton Army Minions Goblin Gang
Barbarians Fireball Skeleton Army Poison
Goblin Gang Fireball Skeleton Army Minions
Minions Goblin Gang Fireball Goblin Hut Poison
Barbarians Fireball Poison
Barbarians Minions Goblin Gang Goblin Hut Skeleton Army
Goblin Gang Skeleton Army Barbarians
Minions Goblin Gang Barbarians Skeleton Army Poison Fireball Goblin Hut
Minions Goblin Gang Fireball Goblin Hut Poison
Barbarians Goblin Hut Skeleton Army Minions Goblin Gang Fireball
Fireball Skeleton Army Minions Goblin Gang Barbarians Goblin Hut Poison
Barbarians Skeleton Army Goblin Gang Goblin Hut
Barbarians Skeleton Army Goblin Gang Fireball Goblin Hut
Barbarians Minions Goblin Gang Fireball Goblin Hut Skeleton Army Poison
Fireball Minions Goblin Gang Barbarians Goblin Hut Skeleton Army
Poison Minions Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Goblin Gang Skeleton Army Minions Barbarians Fireball Poison

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Fireball Goblin Hut
Fireball Poison Goblin Gang
Goblin Gang Barbarians Skeleton Army Minions Goblin Hut
Goblin Gang Skeleton Army Barbarians Fireball
Barbarians Goblin Gang Goblin Hut Skeleton Army
Fireball Poison Minions Goblin Gang Goblin Hut
Goblin Gang Skeleton Army Minions Barbarians Fireball Goblin Hut
Barbarians Skeleton Army
Minions Barbarians Fireball Goblin Hut Skeleton Army Poison
Goblin Gang Barbarians Goblin Hut Skeleton Army
Minions Barbarians Goblin Hut
Skeleton Army Barbarians Fireball Poison
Barbarians Skeleton Army Goblin Gang Fireball
Barbarians Fireball Skeleton Army
Goblin Gang Barbarians Goblin Hut Skeleton Army Minions Fireball Poison
Minions Poison Barbarians Fireball Goblin Hut
Fireball 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.)

Fireball Poison
Fireball Poison
Fireball Goblin Hut Poison
Barbarians Fireball Poison
Fireball Poison
Fireball Poison Minions
Poison
Fireball Poison
Fireball Poison
Minions Goblin Gang Fireball Poison
Poison Fireball
Fireball Poison
Poison Fireball Goblin Hut
Minions Fireball Poison
Fireball Goblin Hut Poison
Fireball Goblin Hut Poison
Fireball Goblin Hut Poison
Fireball Poison
Minions
Fireball Poison
Fireball Poison
Minions Fireball Poison
Fireball Poison
Barbarians Fireball Poison
Poison Fireball
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball
Minions Fireball Goblin Hut Poison
Fireball
Poison Fireball
Fireball Poison
Fireball Poison
Minions Goblin Gang Barbarians Fireball Goblin Hut Skeleton Army
Fireball Poison
Fireball
Fireball Poison Goblin Gang
Fireball Poison
Fireball Poison
Minions Goblin Gang Fireball Poison
Fireball Poison
Poison Fireball
Fireball

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