My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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.

Wizard Goblin Giant

Defensive buildings

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

Mortar

Investments

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

Royal Giant Wizard Giant Skeleton Goblin Giant

Offensive cards

Win conditions

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

Mortar Royal Giant Goblin Barrel Goblin Giant

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.

Mortar Royal Giant Goblin Barrel Goblin Giant

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mortar Royal Giant Giant Skeleton Goblin Giant

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 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
Royal Giant Goblin Barrel Guards Clone Giant Skeleton
Giant Snowball
Goblin Barrel Guards Clone
Zap
Mortar Royal Giant Goblin Barrel Guards Clone Goblin Giant
Barbarian Barrel
Mortar Wizard Goblin Barrel Guards Clone Giant Skeleton
The Log
Royal Giant Goblin Barrel Guards Clone Giant Skeleton
Earthquake
Mortar Goblin Barrel Guards Clone
Arrows
Goblin Barrel Guards Clone
Royal Delivery
Wizard Goblin Barrel Guards Clone Giant Skeleton
Fireball
Mortar Wizard Goblin Barrel Clone
Poison
Mortar Wizard Guards Clone
Lightning
Mortar Wizard
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard

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.

Guards Clone Giant Skeleton

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.

Royal Giant Goblin Barrel

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.

Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Guards Clone Mortar Wizard Royal Giant Giant Skeleton Goblin Giant

Shortest cycle

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

13 Goblin Barrel Guards Clone Mortar

Attack Synergies 3 12

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.

Mortar
Royal Giant Goblin Giant
Royal Giant
Mortar Goblin Barrel Wizard Guards Giant Skeleton
Wizard
Royal Giant Giant Skeleton Goblin Giant
Goblin Barrel
Royal Giant Guards Clone Giant Skeleton Goblin Giant
Guards
Royal Giant Goblin Barrel Clone
Clone
Giant Skeleton Goblin Barrel Guards Goblin Giant
Giant Skeleton
Clone Royal Giant Wizard Goblin Barrel
Goblin Giant
Mortar Wizard Goblin Barrel Clone

Defense Synergies 0 5

Mortar
Wizard Guards
Royal Giant
Wizard
Mortar Guards Giant Skeleton
Goblin Barrel
Guards
Mortar Wizard Giant Skeleton
Clone
Giant Skeleton
Wizard Guards
Goblin Giant

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.

Mortar Wizard Goblin Giant
Mortar
Mortar Giant Skeleton
Mortar Guards
Giant Skeleton
Guards
Mortar Wizard
Giant Skeleton Goblin Giant
Mortar
Guards Giant Skeleton
Guards Wizard Giant Skeleton Goblin Giant
Wizard
Mortar Wizard Guards Giant Skeleton
Wizard Mortar Guards
Mortar
Mortar
Wizard Mortar
Mortar Wizard Guards
Mortar Wizard Guards Giant Skeleton
Mortar
Wizard Guards Giant Skeleton Goblin Giant
Mortar

Counters to secondary win conditions

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

Guards Giant Skeleton
Mortar Wizard
Guards Giant Skeleton Goblin Giant
Guards Giant Skeleton Goblin Giant
Giant Skeleton Guards Goblin Giant
Wizard Goblin Giant
Guards Giant Skeleton Goblin Giant
Giant Skeleton Goblin Giant
Giant Skeleton Mortar
Guards Goblin Giant
Guards Giant Skeleton
Guards Giant Skeleton Goblin Giant
Giant Skeleton Wizard Guards Goblin Giant
Wizard
Guards Mortar Giant Skeleton Goblin Giant
Wizard Giant Skeleton
Mortar

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.)

Mortar Guards Giant Skeleton
Mortar
Giant Skeleton Goblin Giant
Guards Giant Skeleton
Wizard Mortar
Wizard Goblin Giant
Mortar Wizard
Wizard
Mortar Wizard
Guards
Mortar Wizard
Wizard
Mortar
Mortar
Mortar
Mortar Wizard
Mortar Wizard
Mortar
Mortar Wizard
Mortar Wizard
Giant Skeleton
Wizard
Mortar
Mortar Wizard
Mortar Wizard
Mortar Wizard
Mortar
Wizard
Wizard Guards
Mortar Wizard
Giant Skeleton
Wizard
Guards
Wizard
Wizard
Mortar Wizard
Giant Skeleton
Guards Giant Skeleton
Mortar Giant Skeleton Goblin Giant
Mortar Wizard

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